Generation Streets
Roman Shuvalov Developer
Roman Shuvalov Publisher
2018-10-05 Release
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(203 reviews)
Community edits filterUnfortunately, in-game map editor is often used for entering unrealistic parameter values. Now, by default, values are filtered, and there is an option in settings menu to disable this feature.

[ 2020-06-19 21:14:51 CET ] [ Original post ] Generation Streets: ReleasedGeneration Streets is finally released. Game is now free to play.
In free version of the game, only limited territories are available to load. To get access to rest of the planet, see DLC Global Access.
If you already purchased the game, nothing changed for you, you automatically became owner of DLC.
[ 2020-02-10 17:57:09 CET ] [ Original post ] Preparing to release. Changing monetization modelThis month Generation Streets will be finally released. Also, monetization model will be changed. The game will become free with ability to load only limited territory of the map. Rest of the world map will be available via DLC. If you already purchased the game, nothing will change for you, you will automatically become owner of DLC. If you're planing to purchase the game, you probably may want to wait until it will be released, get it for free and purchase DLC later, if needed. Estimated price of DLC may slightly higher from current price of the game.
[ 2020-02-03 09:50:16 CET ] [ Original post ] Update- previous locations is now correctly shown on map;
- stats localization fixes;
- defended bases are now saved;
- small changes related to achievements.
[ 2020-02-03 09:36:44 CET ] [ Original post ] On the way to ReleaseList of changes:
- detailed rural areas;
- performance issues fix, reduced video memory fragmentation;
- by popular demand, a compass has been added;
- surprisingly: Linux version.
[ 2020-01-14 19:00:36 CET ] [ Original post ] New gameplay, New visual style, Map editor
Couple months of development suddendly stretched to almost a year. I do apologize for this huge delay.
Major update has been released:
- Increased level of details;
- Added new visual style, 'Nuclear Winter';
- Changed gameplay process, old version is still available in settings menu;
- Added map editor for editing building parameters such as type, height and color;
- Improved forest rendering performance;
- Optimized geodata format. Depending on territory, it can save up to 20% of disk space. This change will be applied on next geodata update.
- Reworked sound design, added soundtrack;
- Added automatically shown street names (this feature can be disabled in settings menu);
- Fixed unability to use SSAO shadows.
[ 2019-09-02 02:08:52 CET ] [ Original post ] By the way, I am alive
Trying to develop several projects simultaneously multiplied by bad time management broke all reasonable deadlines. But the game is not abandoned.
[ 2019-04-07 18:22:38 CET ] [ Original post ] UpdateBug fixes:
- Fixed jerky physics movements (experimental, please use --physics-step-v1 launch option to revert this change);
- Fixed mouse sensivity option applied only after restart;
- Fixed unability to operate the map on extremely high frame rates (>1000 fps), usually happen because of VSync turned off.
[ 2018-10-17 18:59:10 CET ] [ Original post ] Update
Bug fixes:
- Fixed 'frozen frame from last game' when starting a new game;
- Fixed huge performance drop after a long flight;
- Number of enemies is now limited in order to reduce performance issues;
- Other non-critical bug fixes.
Renderer updates:
- Tagged roofs is now rendered as a cone/pyramid; OSM tag 'roof:shape' is not used yet, other roof shapes and parameters will be implemented in further updates;
- Road lanes count is now limited to prevent possible errors on the map;
- Vertical position of the bridges is now calculated more precisely.
Common improvements:
- Added auto-pause on Alt+Tab and on any other cases when window loses focus;
- Data downloader is now utilizes libcurl for HTTPS support.
Working on the map editor is now in progress.
[ 2018-10-12 21:09:47 CET ] [ Original post ] What if we take the real-world map and make all buildings three-dimensional? And then draw textures on them and put some trees, power lines and other visual garbage around? That's what:

In the same way, almost any point on Earth can be loaded into the game. Load your hometown, find your place and this casual game start giving you very unexpected impressions.
Warning: though the most places have a relatively high level of detail, it's impossible to render objects exactly as they look in the real world due to map mistakes or lack of geodata, especially in rural areas. Do not expect a 100-percent match. Places will look recognizable but no more. Also, some places are just completely missing on the map and will be not rendered.
MINIMAL SETUP- OS: Debian 8
- Processor: Intel Core i3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD4000
- Storage: 4 GB available spaceAdditional Notes: May require more disk space depending on choosen language. Loading of highly-detailed areas may require more powerful graphics card.
RECOMMENDED SETUP- OS: Debian 8
- Processor: Intel Core i3Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVidia GTX1050Network: Broadband Internet connection
- Storage: 6 GB available spaceAdditional Notes: May require more disk space depending on choosen language.
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