You control a city that is going through rapid change, due to the new technologies available and the leaps in productivity that they bring.
BUILD YOUR CITY
Place industries to extract the natural resources that the land offers. Connect them with the transport infrastructure and make sure that they have access to the local workforce. Progress towards providing secondary goods and services to your population, while balancing the issues that arise from the expanding city.
TRANSPORT MATERIALS AND GOODS
The transport infrastructure needs to evolve as the city grows. Goods are automatically transported by cart, but that is slow and inefficient. Build roads and railways to optimise the various routes, or reach new resources on the map by building harbours or tunnels.
SATISFY THE NEEDS OF THE POPULATION
As towns turn into cities, the needs of the population will evolve. Citizens at first need food and employment, but then will want consumer goods and services. Find the balance between their needs and the resources needed to satisfy them.
Resources on the map are limited, so being able to trade with nearby cities will be essential for the sustainability of the city.
HIGH REPLAYABILITY
The game offers randomised starting conditions, upgrades and rewards to choose from, while the maps are procedurally generated. If a city doesn’t thrive, learn from the experience and retry with different conditions on a new map. Each run is a new learning opportunity towards the mastery of the game.
FEATURES
- Procedurally generated maps
- Randomised starting conditions to choose from
- Quick and intuitive road and railway placement
- Automatic order and dispatch of products
- Modifiable terrain to reach new areas
- Trading mechanic with AI controlled cities
- Randomised goals and rewards to choose from
- High replayability
Let's dive a bit into the Laws mechanic and the City Hall building.
They are the administrative equivalent of Research upgrades and the Research Institute building. I talked about those in a previous newsletter issue. If you missed it, you can read up about it here: https://store.steampowered.com/news/app/2628450/view/5997186379223382084?l=english
The City Hall is a building that allows you to start signing Laws for your citizens that unlock new buildings, change stats and affect the needs of the population.
Signing Laws requires Political Points, which are obtained by completing Goals (like Research Points) or passively via various buildings.

Here are some examples of Laws that you can decide to sign in Times of Progress, with their implications and the chain of laws that are made available:
- Public Health Disease Prevention and Anatomy Act.
[list] - Public Health increases the efficiency of Infirmaries and makes available a few new possible laws.
- Disease Prevention unlocks laws that reduce Health risks (having good Health is one of the citizen's Needs).
- Anatomy Act (donating corpses to science) allows Infirmaries and Hospitals to passively produce Research Points.
Hope you find this mechanic interesting! As you see from the examples, it's very interconnected with other systems in the game, contributing to its sandbox nature.
If you want to stay in touch or have questions you can find me here:
- Twitter: https://twitter.com/ElmoSampedro
- Mastodon: https://mastodon.online/@elmowilk
- Newsletter: https://subscribepage.io/pressingthumbs
- Mail: support@pressingthumbs.com
Minimum Setup
- Processor: Intel Core i5 or AMD equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Vulkan-capable Nvidia or AMD GPU
- Storage: 500 MB available space
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