SimCity

metropolis-1998-lets-you-design-every-building-in-an-isometric,-pixel-art-city

Metropolis 1998 lets you design every building in an isometric, pixel-art city

Have you ever really thought about living rooms? —

Devs cite Rollercoaster Tycoon, Dwarf Fortress, and, yes, SimCity as inspiration.

Designing the pieces of a house in Metropolis 1998, with a series of bookshelves and couches open in the menu picker on-screen.

Enlarge / There is something so wonderfully obscene about having a town with hundreds of people living their lives, running into conflict, hoping for better, and your omnipotent self is stuck on which bookcase best fits this living room corner.

YesBox

Naming a game must be incredibly hard. How many more Dark Fallen Journeys and Noun: Verb of the Noun games can fit into the market? And yet certain games just appear with a near-perfect, properly descriptive label.

Metropolis 1998 is just such a game, telling you what you’ll be doing, how it will look and feel, and what era it harkens back to. You can verify this with its “pre-alpha” demo on Steam and Itch.io. There’s plenty more to come, but what is already in place is impressive. And it’s simply pleasant to play, especially if you’re the type who wants to make something entirely yours. Not just “put the park inside the commercial district,” but The Sims-style “choose which wood color for the dining room table in a living room you framed up yourself.”

You start out in a big field with no features (yet) and the sounds of birds chirping. Once you lay down a road, you can add things at a few different levels. You can, SimCity-style, simply plot out colored zones and let the people figure it out themselves. You can add pre-made buildings individually. Or you can really get in there, spacing out individual rooms, choosing the doors and windows and objects inside, and realizing how hard it is to shape multi-floor houses so the roof doesn’t look grotesque. You can save the filled-out house for later reuse or just hold on to its core aspects as a blueprint.

  • The author is quite proud of his first real home build, though he now realizes that living rooms have a big empty space, and it’s up to us to figure out just how empty it should remain.

    Kevin Purdy

  • It takes a bit to get used to it, but the detailed building designer is full of wonderful little pieces, like this classic speaker cabinet with the black and red wire clips visible on the back.

The game is still early in development, so its mechanics are not introduced in tutorials, and the interface requires a lot of clicking, reading, and wondering. I got a reasonable feel for it after about 30 minutes of tentative placing and bulldoze-deletion. You can save your game and come back to it, though the developers note that your saves may not transfer to future versions. You’re putting your time in now, so you’ll be ready to start fresh when the game releases into early access (“ETA sometime between Q4 2024 and Q2 2025”). If you’re into this kind of fine-toothed builder, a fresh start is a gift, anyway.

Developer video describing how the Metropolis 1998 algorithm scales to track hundreds of thousands of working objects.

Bank robberies and zombie scenarios ahead (maybe)

What will the game look like when it’s finished? Developer YesBox has a detailed roadmap and a blog detailing how it’s going. The very small team, seemingly a solo developer with art help from two others, started off in December 2021 and has achieved quite a lot, including an algorithm seemingly ready to handle big populations. A key promise of the game is that you won’t just lay down zones and wait for people and problems to show up. You will lay down specific buildings, like hospitals and police stations, and manage the usual concerns of traffic, zone demand, and the like. The “Post-1.0 Aspirations” hint at the game’s direction: “Visible Crime (e.g., watch a bank robbery),” “Zombie Mode (your police vs. your zombie population),” and “Live in your own city” in a “Sims-like mode” imply more of a toybox mentality than a “Highly realistic ports and infrastructure” ambition.

  • There’s a top-down mode in the game, useful for when you’re looking more into data than design.

    YesBox

  • With enough time and object rotation, streets look like they can get mighty pretty.

    YesBox

  • Screenshots suggest cities more complex than suburban plots are possible in Metropolis 1998.

    YesBox

  • Letting your imagination go wild with the building designer can yield all kinds of city designs

    YesBox

  • Check, check, check, check, this list of game inspirations works out, yep.

    YesBox

Metropolis 1998 is not alone in seeking out city-builder fans living in the long wake of any proper SimCity release. But unlike games like Cities: Skylines 2, it’s not seeking the kind of mechanical complexity that would see it, say, figuring out eerily familiar housing cost crises. Building this kind of game is still fiendishly complex, of course. But how that complexity is presented to the player is something else.

The most interesting line in the roadmap is “player starts with land purchased from successful business exit.” I can’t help but think of Stardew Valley, which can also sprawl to ridiculous levels but has at its core the arc of a person who got tired of the rat race and inherited a farm. I’m looking forward to this invitingly retro and human-scale city-builder, with patience and respect for what seems like a massive developer undertaking.

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Mini Settlers is a city builder that you can both enjoy and actually put down

You can definitely get 120 frames on an RTX 4080 —

No zoning, no pollution, no advisers—just squares, circles, people, and time.

Mini Settlers screen showing rocks, fields, and lots of water pumps and farms.

Enlarge / Are you enticed by this kind of orderly madness with a clean graphical layout? Then I suggest you… settle in.

Goblinz Studio

You can’t buy Mini Settlers right now, but I think you should play the free “Prologue” demo and wishlist the full game if you dig it. It’s not quite like any other city builder I’ve played.

Mini Settlers is “mini” like minimalism. It is in the same genre, but quite far from, games like Cities: Skylines 2 (a choice with some proven merit). Your buildings are not 3D-rendered with real-time lighting. Your buildings are colored squares, sometimes with a few disc tokens stacked on them, tabletop-style. Your roads don’t have traffic, but they have drivers (tiny squares) that take resources between nodes. When things go wrong, you don’t get depressing news about pollution and riots; some people just leave their homes, but they’ll come back if you fix what’s wrong.

Mini Settlers announcement video.

Mini Settlers is not the game to play to satisfy your long-running suspicion that urban planning was your missed calling. In the (non-progress-saving) Prologue-free demo out this week, the mines and quarries have infinite resources. There is no “money” to speak of, so far as I can tell. Apple farms must be placed near apple orchards and water pumps by water, and the rest is up to you. The interface looks like a thought experiment in how far you can get from traditional city sim HUDs, but then someone implemented it.

  • A larger-scale view of a developed settlement, one with much better road planning than I achieved.

    Goblinz Studio

  • The game layers information about resources and needs, such that it never feels overwhelming.

    Goblinz Studio

  • Natural resources and land formations require you to work around them in creative ways.

    Goblinz Studio

  • Each circle is a node, and each square is a worker, shuttling resources from node to node, as best they can.

    Goblinz Studio

The biggest challenge I faced in my couple of sessions was textbook logistics, at least from a suburban or small-town perspective. Having developed SimCity Brain throughout prior decades, I tried to keep my residential areas (City Center and the Homes you build around it) away from anything resembling production, like rock quarries and lumber yards. Instead of bolstering housing values or improving aesthetics, which do not exist, this gave me a huge set of supply bottlenecks to try and work through.

Houses wanted regular supplies of apples and water, but spacing out everything made a ton of extra transit work. Every road is a maximum of seven tiles, and each one gets a worker that moves back and forth between waypoints, dropping off goods to buildings or leaving them for the next worker on the goods’ route. I had wanted to create a simple town of people building wood houses and eating apples, and instead, I had a micro-scale Wayfair job interview scenario, complete with tiny warehouses and delivery times.

But, here again, Mini Settlers is different, even when you’re flailing. You simply remove the roads and buildings that don’t work and put them in better places. The buildings take a bit to build again, but there’s no real game timer unless you want to enable one for personal bests. You can even enable a background mode so that the calm simulation keeps running while you absolutely do your best work on a Friday afternoon.

The “Prologue” is not verified for Steam Deck, but the developers have an official layout for it. I think it will do in a pinch, but there’s a lot of thumb-taxing trackpad pointing remaining in a game that seems grid-based enough to do with more gamepad controls. As for performance, it runs great. At 30 frames per second, my Deck guessed it could keep going for nearly five more hours.

Mini Settlers is due out in 2024, seemingly for PC only on Steam, for the moment. The minimum requirements are a Core i3, 4GB memory, and Intel HD Graphics 4000, but “Integrated cards also work.” As the developers at Knight Owl Games note, wishlisting the game helps it circulate inside Steam’s recommendation algorithm, even if you don’t ultimately play beyond the demo. I am going to note a second time here that the demo does not save your game when you exit, which is not another design choice to keep you calm but just a demo thing.

Between this and Against the Storm, I am enjoying the recent broadening of the “city builder” genre. It’s happening, weirdly enough, by going much smaller.

Listing image by Goblinz Studio

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