A cozy isometric city-builder. Start with a dirt path and a few cottages by the river; grow a hamlet into a glittering metropolis with traffic lights, festivals, and a skyline full of glowing windows.
Play: double-click index.html (no build step, no dependencies).
- Lay paths first (Roads tab), then paint zones next to them (Zones tab): green = residential, blue = commercial. Buildings grow in on their own when there's demand — watch the R/C bars in the top-left panel.
- People need jobs (commercial/farms) and homes (residential); demand feeds back between them. Parks, trees and landmarks raise land value, which makes buildings level up (cottage → house → townhouse → apartments → towers).
- Population milestones unlock eras — Hamlet → Village (50) → Town (250) → City (1,000) → Metropolis (5,000) — each opening new roads, buildings and one-of-a-kind landmarks.
- Watch the clock: shops glow at dusk, lamps flicker on, streets empty at night, and every third day a festival fills the park.
- Click any citizen, car or building to see who they are and what they're up to.
| Input | Action |
|---|---|
| Left click / drag | use selected tool, select things |
| Right/middle drag (or Space+drag) | pan |
Mouse wheel, + / − |
zoom |
WASD / arrows |
pan |
Space |
pause |
1 2 3 |
speed 1× / 2× / 4× |
M |
mute |
Esc |
cancel tool / deselect |
| Right-click | cancel tool |
| Minimap click | jump there |
Saves automatically every in-game day (localStorage).
node tools/check.js— full validation suite (data lints + deterministic sim tests)node tools/balance.js [--full]— auto-player pacing test (era arrival targets)node tools/simprobe.js [min]— growth pacing probe- See
BUILD_NOTES.mdfor architecture, hash debug modes and screenshot workflow.