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#city-builders — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #city-builders, aggregated by home.social.

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  1. It looks like Colossal order OG developer of Cities Skylines series has shutdown. Their website is now gone !

    Update: it looks they had some temporary outage. It looks back up as of 4:00 est
    #gaming #cities #skylines #managementgames #citybuilders #sad

  2. It looks like Colossal order OG developer of Cities Skylines series has shutdown. Their website is now gone !

    Update: it looks they had some temporary outage. It looks back up as of 4:00 est
    #gaming #cities #skylines #managementgames #citybuilders #sad

  3. It looks like Colossal order OG developer of Cities Skylines series has shutdown. Their website is now gone !

    Update: it looks they had some temporary outage. It looks back up as of 4:00 est
    #gaming #cities #skylines #managementgames #citybuilders #sad

  4. It looks like Colossal order OG developer of Cities Skylines series has shutdown. Their website is now gone !

    Update: it looks they had some temporary outage. It looks back up as of 4:00 est
    #gaming #cities #skylines #managementgames #citybuilders #sad

  5. It looks like Colossal order OG developer of Cities Skylines series has shutdown. Their website is now gone !

    Update: it looks they had some temporary outage. It looks back up as of 4:00 est
    #gaming #cities #skylines #managementgames #citybuilders #sad

  6. I feel like there should be more turn-based sandbox city builder games.

    Turn-based city builders are a very niche genre, but they're all on the minmax/puzzle side of the genre that I know of.

    What if you could freely and creatively build something sandbox-style (think #CitiesSkylines / #OpenTTD / #TransportFever), and advance time and see the results of your infrastructure by pressing 'next turn'?

    That could be really interesting. It's like a third way between agent and abstraction based models. It could solve the time scaling issues. It could lead to really interesting game design opportunities.

    #gamedev #cityBuilding #cityBuilders #cityBuilderGames #cityBuildingGames #games #gaming

  7. I feel like there should be more turn-based sandbox city builder games.

    Turn-based city builders are a very niche genre, but they're all on the minmax/puzzle side of the genre that I know of.

    What if you could freely and creatively build something sandbox-style (think #CitiesSkylines / #OpenTTD / #TransportFever), and advance time and see the results of your infrastructure by pressing 'next turn'?

    That could be really interesting. It's like a third way between agent and abstraction based models. It could solve the time scaling issues. It could lead to really interesting game design opportunities.

    #gamedev #cityBuilding #cityBuilders #cityBuilderGames #cityBuildingGames #games #gaming

  8. I feel like there should be more turn-based sandbox city builder games.

    Turn-based city builders are a very niche genre, but they're all on the minmax/puzzle side of the genre that I know of.

    What if you could freely and creatively build something sandbox-style (think #CitiesSkylines / #OpenTTD / #TransportFever), and advance time and see the results of your infrastructure by pressing 'next turn'?

    That could be really interesting. It's like a third way between agent and abstraction based models. It could solve the time scaling issues. It could lead to really interesting game design opportunities.

    #gamedev #cityBuilding #cityBuilders #cityBuilderGames #cityBuildingGames #games #gaming

  9. I feel like there should be more turn-based sandbox city builder games.

    Turn-based city builders are a very niche genre, but they're all on the minmax/puzzle side of the genre that I know of.

    What if you could freely and creatively build something sandbox-style (think #CitiesSkylines / #OpenTTD / #TransportFever), and advance time and see the results of your infrastructure by pressing 'next turn'?

    That could be really interesting. It's like a third way between agent and abstraction based models. It could solve the time scaling issues. It could lead to really interesting game design opportunities.

    #gamedev #cityBuilding #cityBuilders #cityBuilderGames #cityBuildingGames #games #gaming

  10. I've been looking for a city-building or transport game that runs well on Steam Deck and is usable with a controller for ages, and I finally found one!

    Transport Fever 2 runs and controls wonderfully on Deck. I can only recommend giving it a try!

    For those who don't know, it's kind of like a 3D, high-fidelity OpenTTD. It's really fun and the sequel is coming out this year too.

    @gaming #gaming #games #transportFever2 #transportFever #cityBuilders #cityBuildingGames #transportTycoon #openTTD #simulationGames #tycoonGames

  11. I've been looking for a city-building or transport game that runs well on Steam Deck and is usable with a controller for ages, and I finally found one!

    Transport Fever 2 runs and controls wonderfully on Deck. I can only recommend giving it a try!

    For those who don't know, it's kind of like a 3D, high-fidelity OpenTTD. It's really fun and the sequel is coming out this year too.

    @gaming #gaming #games #transportFever2 #transportFever #cityBuilders #cityBuildingGames #transportTycoon #openTTD #simulationGames #tycoonGames

  12. I've been looking for a city-building or transport game that runs well on Steam Deck and is usable with a controller for ages, and I finally found one!

    Transport Fever 2 runs and controls wonderfully on Deck. I can only recommend giving it a try!

    For those who don't know, it's kind of like a 3D, high-fidelity OpenTTD. It's really fun and the sequel is coming out this year too.

    @gaming #gaming #games #transportFever2 #transportFever #cityBuilders #cityBuildingGames #transportTycoon #openTTD #simulationGames #tycoonGames

  13. I've been looking for a city-building or transport game that runs well on Steam Deck and is usable with a controller for ages, and I finally found one!

    Transport Fever 2 runs and controls wonderfully on Deck. I can only recommend giving it a try!

    For those who don't know, it's kind of like a 3D, high-fidelity OpenTTD. It's really fun and the sequel is coming out this year too.

    @gaming #gaming #games #transportFever2 #transportFever #cityBuilders #cityBuildingGames #transportTycoon #openTTD #simulationGames #tycoonGames

  14. I've been looking for a city-building or transport game that runs well on Steam Deck and is usable with a controller for ages, and I finally found one!

    Transport Fever 2 runs and controls wonderfully on Deck. I can only recommend giving it a try!

    For those who don't know, it's kind of like a 3D, high-fidelity OpenTTD. It's really fun and the sequel is coming out this year too.

    @gaming #gaming #games #transportFever2 #transportFever #cityBuilders #cityBuildingGames #transportTycoon #openTTD #simulationGames #tycoonGames

  15. So I've been playing _way_ too much #Timberborn over the last month or so, and figured I'd share my Folktails central station layout. It transfers! It irrigates! It gives the wet fur and several decoration bonuses, _and_ it provides somewhere to get snacks and books for a long journey.

    (P.S. Don't forget to add the path in the middle of the pond.)

    #beaverGame #cityBuilders #folktails #zipline

  16. So I've been playing _way_ too much #Timberborn over the last month or so, and figured I'd share my Folktails central station layout. It transfers! It irrigates! It gives the wet fur and several decoration bonuses, _and_ it provides somewhere to get snacks and books for a long journey.

    (P.S. Don't forget to add the path in the middle of the pond.)

    #beaverGame #cityBuilders #folktails #zipline

  17. So I've been playing _way_ too much #Timberborn over the last month or so, and figured I'd share my Folktails central station layout. It transfers! It irrigates! It gives the wet fur and several decoration bonuses, _and_ it provides somewhere to get snacks and books for a long journey.

    (P.S. Don't forget to add the path in the middle of the pond.)

    #beaverGame #cityBuilders #folktails #zipline

  18. So I've been playing _way_ too much #Timberborn over the last month or so, and figured I'd share my Folktails central station layout. It transfers! It irrigates! It gives the wet fur and several decoration bonuses, _and_ it provides somewhere to get snacks and books for a long journey.

    (P.S. Don't forget to add the path in the middle of the pond.)

    #beaverGame #cityBuilders #folktails #zipline

  19. So I've been playing _way_ too much #Timberborn over the last month or so, and figured I'd share my Folktails central station layout. It transfers! It irrigates! It gives the wet fur and several decoration bonuses, _and_ it provides somewhere to get snacks and books for a long journey.

    (P.S. Don't forget to add the path in the middle of the pond.)

    #beaverGame #cityBuilders #folktails #zipline

  20. Want to develop a city builder game?
    Here's some things I'd do if I had time for a project, and why I'd do them:

    • Avoid agent-based approaches to similate every citizen. It does sound cool and exciting, but vastly complicates your ability to balance many aspects of your game such as traffic or the economy since you need to tune those indirectly through individual agent decisionmaking. It threatens your game's performance and makes it difficult to realistically scale a large city. It's also the model for the biggest city builders in recent history; the alternative market (crowd-based simulation; compare SimCity 4) isn't served right now, which is a huge opportunity! Abstraction is your friend nowadays.

    • A unique setting or aesthetic goes a long way to set your game apart from others. Avoid generic medieval and modern-day North American settings. Examples for games benefitting from unique settings are Tlatoani, Tropico, Workers & Resources, . It's safe to say none of them would have had the success they did with a less unique setting.

    • Take advantage of the current trend of young people getting really into anti-car dependency, "urbanism" and sustainable city planning. Disregard the US-American SimCity gameplay model of roadside buildings and RCI zoning, and instead design your game with pedestrianised areas, walking, public transit and bicycles in mind from the ground up. Perhaps even rethink other aspects of your gameplay through that lens: traffic management doesn't have to be your game's main challenge. It might be balancing density against living conditions, or corporate demands against public demand.

    • Avoid secondary mechanics and genre-twist gimmicks. A unique city builder by itself is complex enough to develop and design, and there's no guarantee that your target audience wants to, say, furnish individual building interiors in a city builder.

    • Know your two target audiences: those looking for a beautiful dollhouse decoration experience, and those looking for a deep city design and management simulation (traffic/economy/layout). The former market seems quite saturated right now with tons of "cosy diorama"-style games and traditional AA city-builders; the latter niche isn't saturated at all.

    • Know who your target audience isn't. The city builder genre overlaps a lot with the factory logistics management genre, but trying to serve both audiences will disappoint all players. Why would someone interested in the city-building portion not simply play Cities: Skylines over your game, or Factorio or Railgrade for a good logistics factory manager? Workers & Resources is the only example of a successful city builder with factory-like elements, but the niche is insanely small and complex to develop for.

    #gamedev #games #gaming #cityBuilders #SimCity #CitiesSkylines #urbanism

  21. Want to develop a city builder game?
    Here's some things I'd do if I had time for a project, and why I'd do them:

    • Avoid agent-based approaches to similate every citizen. It does sound cool and exciting, but vastly complicates your ability to balance many aspects of your game such as traffic or the economy since you need to tune those indirectly through individual agent decisionmaking. It threatens your game's performance and makes it difficult to realistically scale a large city. It's also the model for the biggest city builders in recent history; the alternative market (crowd-based simulation; compare SimCity 4) isn't served right now, which is a huge opportunity! Abstraction is your friend nowadays.

    • A unique setting or aesthetic goes a long way to set your game apart from others. Avoid generic medieval and modern-day North American settings. Examples for games benefitting from unique settings are Tlatoani, Tropico, Workers & Resources, . It's safe to say none of them would have had the success they did with a less unique setting.

    • Take advantage of the current trend of young people getting really into anti-car dependency, "urbanism" and sustainable city planning. Disregard the US-American SimCity gameplay model of roadside buildings and RCI zoning, and instead design your game with pedestrianised areas, walking, public transit and bicycles in mind from the ground up. Perhaps even rethink other aspects of your gameplay through that lens: traffic management doesn't have to be your game's main challenge. It might be balancing density against living conditions, or corporate demands against public demand.

    • Avoid secondary mechanics and genre-twist gimmicks. A unique city builder by itself is complex enough to develop and design, and there's no guarantee that your target audience wants to, say, furnish individual building interiors in a city builder.

    • Know your two target audiences: those looking for a beautiful dollhouse decoration experience, and those looking for a deep city design and management simulation (traffic/economy/layout). The former market seems quite saturated right now with tons of "cosy diorama"-style games and traditional AA city-builders; the latter niche isn't saturated at all.

    • Know who your target audience isn't. The city builder genre overlaps a lot with the factory logistics management genre, but trying to serve both audiences will disappoint all players. Why would someone interested in the city-building portion not simply play Cities: Skylines over your game, or Factorio or Railgrade for a good logistics factory manager? Workers & Resources is the only example of a successful city builder with factory-like elements, but the niche is insanely small and complex to develop for.

    #gamedev #games #gaming #cityBuilders #SimCity #CitiesSkylines #urbanism

  22. Want to develop a city builder game?
    Here's some things I'd do if I had time for a project, and why I'd do them:

    • Avoid agent-based approaches to similate every citizen. It does sound cool and exciting, but vastly complicates your ability to balance many aspects of your game such as traffic or the economy since you need to tune those indirectly through individual agent decisionmaking. It threatens your game's performance and makes it difficult to realistically scale a large city. It's also the model for the biggest city builders in recent history; the alternative market (crowd-based simulation; compare SimCity 4) isn't served right now, which is a huge opportunity! Abstraction is your friend nowadays.

    • A unique setting or aesthetic goes a long way to set your game apart from others. Avoid generic medieval and modern-day North American settings. Examples for games benefitting from unique settings are Tlatoani, Tropico, Workers & Resources, . It's safe to say none of them would have had the success they did with a less unique setting.

    • Take advantage of the current trend of young people getting really into anti-car dependency, "urbanism" and sustainable city planning. Disregard the US-American SimCity gameplay model of roadside buildings and RCI zoning, and instead design your game with pedestrianised areas, walking, public transit and bicycles in mind from the ground up. Perhaps even rethink other aspects of your gameplay through that lens: traffic management doesn't have to be your game's main challenge. It might be balancing density against living conditions, or corporate demands against public demand.

    • Avoid secondary mechanics and genre-twist gimmicks. A unique city builder by itself is complex enough to develop and design, and there's no guarantee that your target audience wants to, say, furnish individual building interiors in a city builder.

    • Know your two target audiences: those looking for a beautiful dollhouse decoration experience, and those looking for a deep city design and management simulation (traffic/economy/layout). The former market seems quite saturated right now with tons of "cosy diorama"-style games and traditional AA city-builders; the latter niche isn't saturated at all.

    • Know who your target audience isn't. The city builder genre overlaps a lot with the factory logistics management genre, but trying to serve both audiences will disappoint all players. Why would someone interested in the city-building portion not simply play Cities: Skylines over your game, or Factorio or Railgrade for a good logistics factory manager? Workers & Resources is the only example of a successful city builder with factory-like elements, but the niche is insanely small and complex to develop for.

    #gamedev #games #gaming #cityBuilders #SimCity #CitiesSkylines #urbanism

  23. Want to develop a city builder game?
    Here's some things I'd do if I had time for a project, and why I'd do them:

    • Avoid agent-based approaches to similate every citizen. It does sound cool and exciting, but vastly complicates your ability to balance many aspects of your game such as traffic or the economy since you need to tune those indirectly through individual agent decisionmaking. It threatens your game's performance and makes it difficult to realistically scale a large city. It's also the model for the biggest city builders in recent history; the alternative market (crowd-based simulation; compare SimCity 4) isn't served right now, which is a huge opportunity! Abstraction is your friend nowadays.

    • A unique setting or aesthetic goes a long way to set your game apart from others. Avoid generic medieval and modern-day North American settings. Examples for games benefitting from unique settings are Tlatoani, Tropico, Workers & Resources, . It's safe to say none of them would have had the success they did with a less unique setting.

    • Take advantage of the current trend of young people getting really into anti-car dependency, "urbanism" and sustainable city planning. Disregard the US-American SimCity gameplay model of roadside buildings and RCI zoning, and instead design your game with pedestrianised areas, walking, public transit and bicycles in mind from the ground up. Perhaps even rethink other aspects of your gameplay through that lens: traffic management doesn't have to be your game's main challenge. It might be balancing density against living conditions, or corporate demands against public demand.

    • Avoid secondary mechanics and genre-twist gimmicks. A unique city builder by itself is complex enough to develop and design, and there's no guarantee that your target audience wants to, say, furnish individual building interiors in a city builder.

    • Know your two target audiences: those looking for a beautiful dollhouse decoration experience, and those looking for a deep city design and management simulation (traffic/economy/layout). The former market seems quite saturated right now with tons of "cosy diorama"-style games and traditional AA city-builders; the latter niche isn't saturated at all.

    • Know who your target audience isn't. The city builder genre overlaps a lot with the factory logistics management genre, but trying to serve both audiences will disappoint all players. Why would someone interested in the city-building portion not simply play Cities: Skylines over your game, or Factorio or Railgrade for a good logistics factory manager? Workers & Resources is the only example of a successful city builder with factory-like elements, but the niche is insanely small and complex to develop for.

    #gamedev #games #gaming #cityBuilders #SimCity #CitiesSkylines #urbanism

  24. Want to develop a city builder game?
    Here's some things I'd do if I had time for a project, and why I'd do them:

    • Avoid agent-based approaches to similate every citizen. It does sound cool and exciting, but vastly complicates your ability to balance many aspects of your game such as traffic or the economy since you need to tune those indirectly through individual agent decisionmaking. It threatens your game's performance and makes it difficult to realistically scale a large city. It's also the model for the biggest city builders in recent history; the alternative market (crowd-based simulation; compare SimCity 4) isn't served right now, which is a huge opportunity! Abstraction is your friend nowadays.

    • A unique setting or aesthetic goes a long way to set your game apart from others. Avoid generic medieval and modern-day North American settings. Examples for games benefitting from unique settings are Tlatoani, Tropico, Workers & Resources, . It's safe to say none of them would have had the success they did with a less unique setting.

    • Take advantage of the current trend of young people getting really into anti-car dependency, "urbanism" and sustainable city planning. Disregard the US-American SimCity gameplay model of roadside buildings and RCI zoning, and instead design your game with pedestrianised areas, walking, public transit and bicycles in mind from the ground up. Perhaps even rethink other aspects of your gameplay through that lens: traffic management doesn't have to be your game's main challenge. It might be balancing density against living conditions, or corporate demands against public demand.

    • Avoid secondary mechanics and genre-twist gimmicks. A unique city builder by itself is complex enough to develop and design, and there's no guarantee that your target audience wants to, say, furnish individual building interiors in a city builder.

    • Know your two target audiences: those looking for a beautiful dollhouse decoration experience, and those looking for a deep city design and management simulation (traffic/economy/layout). The former market seems quite saturated right now with tons of "cosy diorama"-style games and traditional AA city-builders; the latter niche isn't saturated at all.

    • Know who your target audience isn't. The city builder genre overlaps a lot with the factory logistics management genre, but trying to serve both audiences will disappoint all players. Why would someone interested in the city-building portion not simply play Cities: Skylines over your game, or Factorio or Railgrade for a good logistics factory manager? Workers & Resources is the only example of a successful city builder with factory-like elements, but the niche is insanely small and complex to develop for.

    #gamedev #games #gaming #cityBuilders #SimCity #CitiesSkylines #urbanism

  25. new blog post: a few thoughts on jurassic world evolution 3

    blog.dante.cool/a-few-thoughts

    let's talk about the latest jurassic IP park builder game. it's pretty good! i have played way too much of it lately

    #blog #videogames #citybuilders

  26. new blog post: a few thoughts on jurassic world evolution 3

    blog.dante.cool/a-few-thoughts

    let's talk about the latest jurassic IP park builder game. it's pretty good! i have played way too much of it lately

    #blog #videogames #citybuilders

  27. new blog post: a few thoughts on jurassic world evolution 3

    blog.dante.cool/a-few-thoughts

    let's talk about the latest jurassic IP park builder game. it's pretty good! i have played way too much of it lately

    #blog #videogames #citybuilders

  28. new blog post: a few thoughts on jurassic world evolution 3

    blog.dante.cool/a-few-thoughts

    let's talk about the latest jurassic IP park builder game. it's pretty good! i have played way too much of it lately

    #blog #videogames #citybuilders

  29. new blog post: a few thoughts on jurassic world evolution 3

    blog.dante.cool/a-few-thoughts

    let's talk about the latest jurassic IP park builder game. it's pretty good! i have played way too much of it lately

    #blog #videogames #citybuilders

  30. Looking for recommendations for DLCs/mods/add-ons for Cities Skylines. I have the base game and some of the early DLCs. But what should I get from the Steam Spring Sale to make the game better/expanded/more realistic? #gaming #pcgaming #citiesskylines #citybuilders #sims

  31. Looking for recommendations for DLCs/mods/add-ons for Cities Skylines. I have the base game and some of the early DLCs. But what should I get from the Steam Spring Sale to make the game better/expanded/more realistic? #gaming #pcgaming #citiesskylines #citybuilders #sims

  32. Looking for recommendations for DLCs/mods/add-ons for Cities Skylines. I have the base game and some of the early DLCs. But what should I get from the Steam Spring Sale to make the game better/expanded/more realistic? #gaming #pcgaming #citiesskylines #citybuilders #sims

  33. Looking for recommendations for DLCs/mods/add-ons for Cities Skylines. I have the base game and some of the early DLCs. But what should I get from the Steam Spring Sale to make the game better/expanded/more realistic? #gaming #pcgaming #citiesskylines #citybuilders #sims

  34. Looking for recommendations for DLCs/mods/add-ons for Cities Skylines. I have the base game and some of the early DLCs. But what should I get from the Steam Spring Sale to make the game better/expanded/more realistic? #gaming #pcgaming #citiesskylines #citybuilders #sims

  35. Looking for recommendations for DLCs/mods/add-ons for Cities Skylines. I have the base game and some of the early DLCs. But what should I get from the Steam Spring Sale to make the game better/expanded/more realistic? #gaming #pcgaming #citiesskylines #citybuilders #sims

  36. Looking for recommendations for DLCs/mods/add-ons for Cities Skylines. I have the base game and some of the early DLCs. But what should I get from the Steam Spring Sale to make the game better/expanded/more realistic? #gaming #pcgaming #citiesskylines #citybuilders #sims

  37. Looking for recommendations for DLCs/mods/add-ons for Cities Skylines. I have the base game and some of the early DLCs. But what should I get from the Steam Spring Sale to make the game better/expanded/more realistic? #gaming #pcgaming #citiesskylines #citybuilders #sims

  38. Looking for recommendations for DLCs/mods/add-ons for Cities Skylines. I have the base game and some of the early DLCs. But what should I get from the Steam Spring Sale to make the game better/expanded/more realistic? #gaming #pcgaming #citiesskylines #citybuilders #sims

  39. Dystopika update v1.1

    Just a heads up about my Dystopika city, now appropriately called Olisipo, the name of Lisbon during the Roman Empire. May the old gods have it somewhere preserved in all its glory.

    Our dear developers – Voids Within – launched a very cool update (v1.1) with aerial transportation. The ground level is packed and humanity reached for the skies, built highways and monorails connecting different sectors, residential, industrial, and entertainment. It looks nice but it’s still a bit empty in my case. I have to build more areas with their own identities, as I have been doing. They also introduced new props and new ways to customise size, orientation, colour and brightness. Think that you’re chilling in your well isolated apartment and you see a sea of serpents with moving scales, luminescent and vibrating against a night sky packed with smoke, pollution, and a smell of undergang. Perfection!- if not for the reality we’re living in I’d say it could only be appreciated in the realm of fantasy.

    We can customise the highways to have the exact same height. They make beautiful parallel lines. In this disordered world, there’s salvation in geometry. Above is a new area I’ve built, with highways at the ground level and, a bit farther away, I went as high as I could! In the middle there’s a little cluster from when I started the game. It’s one of my favourite screenshots because it invokes a sense of calmness amidst the conflicting shapes and lights.

    This one resembles a roller coaster! One day, I’ll build a serpentine highway passing over the main buildings. Since I went for maximum height, I wasn’t able to do it this time. I tested how the roads merge and cross each other. I think it looks natural if we’re careful with the placement. They can be extended only so much. We can make several roads connected into a big lane. More ideas for a new city! This area depicts the Joy-me zone and The Sect farther away, to the right. I wrote about them here.

    The new monorails are operated by AI. No wonder there’s so many accidents. Few inhabitants use this means of transportation because it’s not secure. It has however many cameras controlling and indexing everyone. If a crime is committed, the perpetrators are included in the “Correction & Adjustment Program” at The Sect. Many have fled to the outskirts of the city, where they contemplate the beautiful lanes from afar and build new communities and new narratives.

    Dystopika has beautiful light leaks and it’s wonderful to explore the city from all angles. The rush hour in Olisipo is no joke.

    Here’s a new corporate area where I added logos and stock images. We can either use in-game images or add any image from our PC. I like to use screenshots from my favourite games, but this time the original pictures were the best. I wrote Libera Nos on a building, and I think it’s a great name for a place where people sweat for bad pay.

    And finally, a new area in the outskirts of the city, with new buildings, satellite dishes, new mounted signs and cable connectors. Farther away there’s an area with illuminated pyramids that I decorated as a tribute to Xenoblade Chronicles. The devs are working on mod support for the game so who knows what the future will bring? I’ll keep working on this city and in the future I’ll build a new one with more ordered choices to establish better rhythms in repetition and harmony between different zones.

    #cityBuilders #cozyGames #cyberpunk #dark #dystopika #gaming #pcGames #relaxing #report #sandbox #simulation #steam #VideoGames #videogames #voidsWithin

  40. Dystopika update v1.1

    Just a heads up about my Dystopika city, now appropriately called Olisipo, the name of Lisbon during the Roman Empire. May the old gods have it somewhere preserved in all its glory.

    Our dear developers – Voids Within – launched a very cool update (v1.1) with aerial transportation. The ground level is packed and humanity reached for the skies, built highways and monorails connecting different sectors, residential, industrial, and entertainment. It looks nice but it’s still a bit empty in my case. I have to build more areas with their own identities, as I have been doing. They also introduced new props and new ways to customise size, orientation, colour and brightness. Think that you’re chilling in your well isolated apartment and you see a sea of serpents with moving scales, luminescent and vibrating against a night sky packed with smoke, pollution, and a smell of undergang. Perfection!- if not for the reality we’re living in I’d say it could only be appreciated in the realm of fantasy.

    We can customise the highways to have the exact same height. They make beautiful parallel lines. In this disordered world, there’s salvation in geometry. Above is a new area I’ve built, with highways at the ground level and, a bit farther away, I went as high as I could! In the middle there’s a little cluster from when I started the game. It’s one of my favourite screenshots because it invokes a sense of calmness amidst the conflicting shapes and lights.

    This one resembles a roller coaster! One day, I’ll build a serpentine highway passing over the main buildings. Since I went for maximum height, I wasn’t able to do it this time. I tested how the roads merge and cross each other. I think it looks natural if we’re careful with the placement. They can be extended only so much. We can make several roads connected into a big lane. More ideas for a new city! This area depicts the Joy-me zone and The Sect farther away, to the right. I wrote about them here.

    The new monorails are operated by AI. No wonder there’s so many accidents. Few inhabitants use this means of transportation because it’s not secure. It has however many cameras controlling and indexing everyone. If a crime is committed, the perpetrators are included in the “Correction & Adjustment Program” at The Sect. Many have fled to the outskirts of the city, where they contemplate the beautiful lanes from afar and build new communities and new narratives.

    Dystopika has beautiful light leaks and it’s wonderful to explore the city from all angles. The rush hour in Olisipo is no joke.

    Here’s a new corporate area where I added logos and stock images. We can either use in-game images or add any image from our PC. I like to use screenshots from my favourite games, but this time the original pictures were the best. I wrote Libera Nos on a building, and I think it’s a great name for a place where people sweat for bad pay.

    And finally, a new area in the outskirts of the city, with new buildings, satellite dishes, new mounted signs and cable connectors. Farther away there’s an area with illuminated pyramids that I decorated as a tribute to Xenoblade Chronicles. The devs are working on mod support for the game so who knows what the future will bring? I’ll keep working on this city and in the future I’ll build a new one with more ordered choices to establish better rhythms in repetition and harmony between different zones.

    #cityBuilders #cozyGames #cyberpunk #dark #dystopika #gaming #pcGames #relaxing #report #sandbox #simulation #steam #VideoGames #videogames #voidsWithin

  41. Dystopika update v1.1

    Just a heads up about my Dystopika city, now appropriately called Olisipo, the name of Lisbon during the Roman Empire. May the old gods have it somewhere preserved in all its glory.

    Our dear developers – Voids Within – launched a very cool update (v1.1) with aerial transportation. The ground level is packed and humanity reached for the skies, built highways and monorails connecting different sectors, residential, industrial, and entertainment. It looks nice but it’s still a bit empty in my case. I have to build more areas with their own identities, as I have been doing. They also introduced new props and new ways to customise size, orientation, colour and brightness. Think that you’re chilling in your well isolated apartment and you see a sea of serpents with moving scales, luminescent and vibrating against a night sky packed with smoke, pollution, and a smell of undergang. Perfection!- if not for the reality we’re living in I’d say it could only be appreciated in the realm of fantasy.

    We can customise the highways to have the exact same height. They make beautiful parallel lines. In this disordered world, there’s salvation in geometry. Above is a new area I’ve built, with highways at the ground level and, a bit farther away, I went as high as I could! In the middle there’s a little cluster from when I started the game. It’s one of my favourite screenshots because it invokes a sense of calmness amidst the conflicting shapes and lights.

    This one resembles a roller coaster! One day, I’ll build a serpentine highway passing over the main buildings. Since I went for maximum height, I wasn’t able to do it this time. I tested how the roads merge and cross each other. I think it looks natural if we’re careful with the placement. They can be extended only so much. We can make several roads connected into a big lane. More ideas for a new city! This area depicts the Joy-me zone and The Sect farther away, to the right. I wrote about them here.

    The new monorails are operated by AI. No wonder there’s so many accidents. Few inhabitants use this means of transportation because it’s not secure. It has however many cameras controlling and indexing everyone. If a crime is committed, the perpetrators are included in the “Correction & Adjustment Program” at The Sect. Many have fled to the outskirts of the city, where they contemplate the beautiful lanes from afar and build new communities and new narratives.

    Dystopika has beautiful light leaks and it’s wonderful to explore the city from all angles. The rush hour in Olisipo is no joke.

    Here’s a new corporate area where I added logos and stock images. We can either use in-game images or add any image from our PC. I like to use screenshots from my favourite games, but this time the original pictures were the best. I wrote Libera Nos on a building, and I think it’s a great name for a place where people sweat for bad pay.

    And finally, a new area in the outskirts of the city, with new buildings, satellite dishes, new mounted signs and cable connectors. Farther away there’s an area with illuminated pyramids that I decorated as a tribute to Xenoblade Chronicles. The devs are working on mod support for the game so who knows what the future will bring? I’ll keep working on this city and in the future I’ll build a new one with more ordered choices to establish better rhythms in repetition and harmony between different zones.

    #cityBuilders #cozyGames #cyberpunk #dark #dystopika #gaming #pcGames #relaxing #report #sandbox #simulation #steam #VideoGames #videogames #voidsWithin

  42. Dystopika update v1.1

    Just a heads up about my Dystopika city, now appropriately called Olisipo, the name of Lisbon during the Roman Empire. May the old gods have it somewhere preserved in all its glory.

    Our dear developers – Voids Within – launched a very cool update (v1.1) with aerial transportation. The ground level is packed and humanity reached for the skies, built highways and monorails connecting different sectors, residential, industrial, and entertainment. It looks nice but it’s still a bit empty in my case. I have to build more areas with their own identities, as I have been doing. They also introduced new props and new ways to customise size, orientation, colour and brightness. Think that you’re chilling in your well isolated apartment and you see a sea of serpents with moving scales, luminescent and vibrating against a night sky packed with smoke, pollution, and a smell of undergang. Perfection!- if not for the reality we’re living in I’d say it could only be appreciated in the realm of fantasy.

    We can customise the highways to have the exact same height. They make beautiful parallel lines. In this disordered world, there’s salvation in geometry. Above is a new area I’ve built, with highways at the ground level and, a bit farther away, I went as high as I could! In the middle there’s a little cluster from when I started the game. It’s one of my favourite screenshots because it invokes a sense of calmness amidst the conflicting shapes and lights.

    This one resembles a roller coaster! One day, I’ll build a serpentine highway passing over the main buildings. Since I went for maximum height, I wasn’t able to do it this time. I tested how the roads merge and cross each other. I think it looks natural if we’re careful with the placement. They can be extended only so much. We can make several roads connected into a big lane. More ideas for a new city! This area depicts the Joy-me zone and The Sect farther away, to the right. I wrote about them here.

    The new monorails are operated by AI. No wonder there’s so many accidents. Few inhabitants use this means of transportation because it’s not secure. It has however many cameras controlling and indexing everyone. If a crime is committed, the perpetrators are included in the “Correction & Adjustment Program” at The Sect. Many have fled to the outskirts of the city, where they contemplate the beautiful lanes from afar and build new communities and new narratives.

    Dystopika has beautiful light leaks and it’s wonderful to explore the city from all angles. The rush hour in Olisipo is no joke.

    Here’s a new corporate area where I added logos and stock images. We can either use in-game images or add any image from our PC. I like to use screenshots from my favourite games, but this time the original pictures were the best. I wrote Libera Nos on a building, and I think it’s a great name for a place where people sweat for bad pay.

    And finally, a new area in the outskirts of the city, with new buildings, satellite dishes, new mounted signs and cable connectors. Farther away there’s an area with illuminated pyramids that I decorated as a tribute to Xenoblade Chronicles. The devs are working on mod support for the game so who knows what the future will bring? I’ll keep working on this city and in the future I’ll build a new one with more ordered choices to establish better rhythms in repetition and harmony between different zones.

    #cityBuilders #cozyGames #cyberpunk #dark #dystopika #gaming #pcGames #relaxing #report #sandbox #simulation #steam #VideoGames #videogames #voidsWithin

  43. Since I started my own instance, I've never made any #introduction... So then, let's get it started!

    I'm Mike! I am interested in quite a lot of different things (so I naturally got time management issues, because it's impossible to do everything at once)
    😅 It goes as follows:

    I make music 🎵 Songwriting, music production, singing, I play piano 🎹 and guitar 🎸 I find it really fun to create songs and then post them online for people to listen. It's also a great way to talk about emotions and share my inner thoughts with others!
    If you'd like to check it out here's the link.

    I play video games. 🎮 The intensity and the genres vary, but it's mostly #MMOs (#FFXIV I'm looking at you), #warframe or some time consuming craziness like #CityBuilders #FactoryBuilders or just some single players or modded #Minecraft 😁
    I mostly play on my
    #PC, but you can find me on #NintendoSwitch or #SteamDeck from time to time too.

    Lately I am getting more and more into
    #SelfHosting 🛠different services for myself and other people. I also really enjoy the topic of #CyberSecurity 🔐 I'm really excited about #Fediverse and the impact it will have on nowadays world.

    If you'd like to connect feel free to do so here or hmu on Matrix (details in my bio). Thanks for reading till the end!
    ❤️

  44. Since I started my own instance, I've never made any #introduction... So then, let's get it started!

    I'm Mike! I am interested in quite a lot of different things (so I naturally got time management issues, because it's impossible to do everything at once)
    😅 It goes as follows:

    I make music 🎵 Songwriting, music production, singing, I play piano 🎹 and guitar 🎸 I find it really fun to create songs and then post them online for people to listen. It's also a great way to talk about emotions and share my inner thoughts with others!
    If you'd like to check it out here's the link.

    I play video games. 🎮 The intensity and the genres vary, but it's mostly #MMOs (#FFXIV I'm looking at you), #warframe or some time consuming craziness like #CityBuilders #FactoryBuilders or just some single players or modded #Minecraft 😁
    I mostly play on my
    #PC, but you can find me on #NintendoSwitch or #SteamDeck from time to time too.

    Lately I am getting more and more into
    #SelfHosting 🛠different services for myself and other people. I also really enjoy the topic of #CyberSecurity 🔐 I'm really excited about #Fediverse and the impact it will have on nowadays world.

    If you'd like to connect feel free to do so here or hmu on Matrix (details in my bio). Thanks for reading till the end!
    ❤️

  45. Since I started my own instance, I've never made any #introduction... So then, let's get it started!

    I'm Mike! I am interested in quite a lot of different things (so I naturally got time management issues, because it's impossible to do everything at once)
    😅 It goes as follows:

    I make music 🎵 Songwriting, music production, singing, I play piano 🎹 and guitar 🎸 I find it really fun to create songs and then post them online for people to listen. It's also a great way to talk about emotions and share my inner thoughts with others!
    If you'd like to check it out here's the link.

    I play video games. 🎮 The intensity and the genres vary, but it's mostly #MMOs (#FFXIV I'm looking at you), #warframe or some time consuming craziness like #CityBuilders #FactoryBuilders or just some single players or modded #Minecraft 😁
    I mostly play on my
    #PC, but you can find me on #NintendoSwitch or #SteamDeck from time to time too.

    Lately I am getting more and more into
    #SelfHosting 🛠different services for myself and other people. I also really enjoy the topic of #CyberSecurity 🔐 I'm really excited about #Fediverse and the impact it will have on nowadays world.

    If you'd like to connect feel free to do so here or hmu on Matrix (details in my bio). Thanks for reading till the end!
    ❤️

  46. Since I started my own instance, I've never made any #introduction... So then, let's get it started!

    I'm Mike! I am interested in quite a lot of different things (so I naturally got time management issues, because it's impossible to do everything at once)
    😅 It goes as follows:

    I make music 🎵 Songwriting, music production, singing, I play piano 🎹 and guitar 🎸 I find it really fun to create songs and then post them online for people to listen. It's also a great way to talk about emotions and share my inner thoughts with others!
    If you'd like to check it out here's the link.

    I play video games. 🎮 The intensity and the genres vary, but it's mostly #MMOs (#FFXIV I'm looking at you), #warframe or some time consuming craziness like #CityBuilders #FactoryBuilders or just some single players or modded #Minecraft 😁
    I mostly play on my
    #PC, but you can find me on #NintendoSwitch or #SteamDeck from time to time too.

    Lately I am getting more and more into
    #SelfHosting 🛠different services for myself and other people. I also really enjoy the topic of #CyberSecurity 🔐 I'm really excited about #Fediverse and the impact it will have on nowadays world.

    If you'd like to connect feel free to do so here or hmu on Matrix (details in my bio). Thanks for reading till the end!
    ❤️

  47. Since I started my own instance, I've never made any #introduction... So then, let's get it started!

    I'm Mike! I am interested in quite a lot of different things (so I naturally got time management issues, because it's impossible to do everything at once)
    😅 It goes as follows:

    I make music 🎵 Songwriting, music production, singing, I play piano 🎹 and guitar 🎸 I find it really fun to create songs and then post them online for people to listen. It's also a great way to talk about emotions and share my inner thoughts with others!
    If you'd like to check it out here's the link.

    I play video games. 🎮 The intensity and the genres vary, but it's mostly #MMOs (#FFXIV I'm looking at you), #warframe or some time consuming craziness like #CityBuilders #FactoryBuilders or just some single players or modded #Minecraft 😁
    I mostly play on my
    #PC, but you can find me on #NintendoSwitch or #SteamDeck from time to time too.

    Lately I am getting more and more into
    #SelfHosting 🛠different services for myself and other people. I also really enjoy the topic of #CyberSecurity 🔐 I'm really excited about #Fediverse and the impact it will have on nowadays world.

    If you'd like to connect feel free to do so here or hmu on Matrix (details in my bio). Thanks for reading till the end!
    ❤️

  48. I’ve always enjoyed city builders but there were invariably some restrictions imposed on the player. Resources, money, time, workers, stats, you name it. It’s the game part of a video game and it was fine. However, sometimes it’s just nice to build away without thinking about how to get materials to construct or upgrade buildings. I didn’t know such a game existed until I found Dystopika. Created by Voids Within (and Matt) it identifies as a cosy game, even though it has a pungent dark cyberpunk atmosphere. The player is given an area to build, an assortment of building collections and base decoration elements. After building something, further decorations and holograms can be unlocked. After this point we can keep building and customising ads, logos, build transportation hubs, and animate the minor buildings with a lighting brush tool. All the decorations with the logo ABC, in vertical or horizontal position, can be customised with our own text. The same goes for any image we have on our PC. Any image can be imported to the game. I started by building smaller clusters and trying to give them their own personality. I imagined a little story behind each one.

    The core area for the corps. Behind is the Alpha Corp area. Left is Joy-me and right is The Sect (not pictured). Still needs some work with lights, decorations and words.

    There’s the central cluster where most corporations are based, with a medium sized pyramid at the centre to mark the bustling area. Skyscrapers surrounding the corps are where rich people live. A bit further away I created a cluster with references to video games and romance. It’s the Joy-me zone. It was a pleasure to build it and I enjoyed how the buildings are positioned in apparent (and totally random) harmony. Exactly on the opposite end there’s the Church Quarter. It’s called The Sect and has a hologram monk marking the place. It consists of two full-sized pyramids with “Sectarianism welcomes you” written on the side.

    Joy-me with romance and video games.

    To the right of the church there’s a smaller populated cluster which is mostly the outskirts, farther away from the city centre, and even farther away from Joy-me. It’s where the residential cheaper area is, although some signs of gentrification are already showing. To the left of the church, in the northernmost part, there’s an industrial area dominated by the Alpha Corp (native to the game). It’s sad, dark, cold, and people who live there have a job and it’s all they have. To the south from the city centre there’s another noble area I’m working on, this time without the little pyramid. It was the area where I started the game but it wasn’t working for me so I abandoned it and will get to it later. Maybe I’ll place a row of connected buildings to make an avenue. We can’t make roads or paths, so it’s the buildings that dictate the sense of direction.

    I enjoy the atmosphere of The Sect but it still looks a bit barren in-game.

    For my first city I decided to go for a more organic city planning to place the buildings more freely and see how they matched together. Even though it’s still very bare-bones, I’m enjoying being the architect of a cyberpunk city as part of a dark, polluted and foggy area very much inspired by Cyberpunk’s Night City that I loved so much. Considering the vast area we have to expand, I thought that we could have more building variety to make the different areas more unique. However, it’s still possible to do much with what we have, especially when going for more geometrical configurations. 

    https://swordofseiros.wordpress.com/2024/08/22/dystopika-a-work-in-progress/

    #blaugust #blaugust2024 #cityBuilders #cozyGames #cyberpunk #dark #dystopika #gaming #pcGames #pcGaming #relaxing #report #simulation #steam #videoGames #videogames #voidsWithin #writing

  49. Surprise #SteamNextFest recommendation for #Citadelvm! I've played a lot of rough #CityBuilders over NextFests, but this one was immediately frictionless and fun. It's very similar to #Caesar3's classic formula, but streamlines building proximity and resource allocation in a way I immediately appreciated. There's also a world map addition which seemed fun, but I didn't experience it that much, since the demo doesn't support save games.

    store.steampowered.com/app/260

    #VideoGames
    #Gaming