CITY BUILDING
- 38 structures across 4 tiers — from Tier 1 Shanties and Noodle Bars up to the Tier 4 Arcology megastructure (4×4 footprint, one per city)
- 6 building categories: Residential, Commercial, Data, Power, Network, and Decoration
- 3 upgrade levels per building, each multiplying output by ×1.6
- Road network with a 20% credit bonus for connected buildings and live car traffic spawning as the network grows
- District expansion — purchase locked land tiles to grow your city footprint, with scaling costs per district
- Aura buildings (shrines, plazas) grant a 10% output bonus to adjacent structures
ECONOMY & INFRASTRUCTURE
- Three resource streams: Credits (¢/s), Population, and Data (◈/s), each with live rate display
- Power system — buildings demand power; generators (Diesel, Solar, Wind, Fusion) break grid dependency. On-grid costs ¢/s proportional to demand
- Staffing system — worker demand vs. housing capacity scales commercial and data output
- Bandwidth system — network infrastructure gates data production rates
- Building maintenance deducted each tick; insurance option halves disaster damage at a fixed ¢/s cost
FACTIONS & POLITICS
- 3 factions: Corpos, Citizens, Syndicate — each with a 0–100 approval meter
- Passive drift per building category and type shifts faction meters over time (e.g. commercial buildings quietly push Corpos up, decorations favour Citizens)
- Building-specific overrides for 8 structures including Hacker Den, Casino, Street Shrine
- 6 loss conditions — hitting 0 or 100 on any faction meter triggers a unique game-over narrative (Corporate Takeover, Syndicate Coup, Population Collapse, etc.)
- Faction warnings at 15/85 thresholds, giving time to correct course before a loss triggers
EVENTS & OBJECTIVES
- 12 timed city events — grid overclocks, construction booms, data surges — with temporary rate multipliers
- 35 narrative story cards (REIGNS-style two-choice events) delivered by 10 named characters including street fixers, corpo liaisons, and underground hackers
- 14 objective templates with 3 active goals at a time, rewarding credits or data on completion
- 3 disaster types: fires, earthquakes, floods — with 12-second warnings before impact
WORLD & VISUALS
- 3 city biomes: Decayed, Corporate, Rebellion — each with distinct terrain palettes and tile distributions
- PS1-style 3D renderer running at 480×360 with nearest-neighbour upscaling, scanlines, and CRT vignette
- 9-keyframe day/night cycle shifting from dawn amber through midday white to midnight neon; building windows and street lamps respond to the time of day
- 3-state weather system: Clear, Fog, and Rain — with particle rain and volumetric fog
- Isometric 3D camera with pan, rotate, and zoom; mouse and keyboard controls
SAVE & PERSISTENCE
- Autosave to localStorage every 30 seconds
- JSON export / import — download your save and load it on any device
- No account required — runs entirely in the browser, no install
INFRASTRUCTURE DEV
- Vitest integration tests covering all 38 building definitions and faction drift logic — run locally with
npm test - TypeScript strict mode throughout; Biome for linting and formatting
- Vite 5 build pipeline with automated asset generation for the in-game manual