// OPERATOR'S MANUAL

ARCOLOGY

A cyberpunk city builder. You run a district, not a city hall. The job is simple and ugly: turn a few blocks of neon sprawl into something that pays. Three power blocs are watching how you do it, and none of them are on your side.

structures tiers factions event cards characters

The Sprawl

Here the city is inventory and the people are a labour input. You don't look after them; you get something out of them. Power lines exist to keep the lights on over your earners, and the shrines and murals are there to keep everyone calm enough to keep working. Money is how you keep score. The catch is that flat-out greed gets you killed — three power blocs are pulling in different directions, and you can't keep all of them happy.

district // day
Sample district at day
district // dusk
Sample district at dusk
district // night
Sample district at night

The three tensions

Squeeze vs Sustain

Lean on a faction for short-term gain and its meter drifts toward the edge. Any meter that hits 0 or 100 ends the run on the spot.

Spend vs Earn

Power, workers and bandwidth all eat into your margin. Skimp on them and your income multipliers bleed out without ever showing you a single red number.

React vs Plan

Timed events and one-at-a-time character cards keep interrupting the plan. Most of them are a choice between two bad options.

Core Loop

Drop a building, it starts paying out credits, population or data every second. Spend that income on more buildings and on the power, housing and bandwidth that keep them running. Answer the cards as they come, keep all three faction meters off the edges, and clear your three campaign goals to win. Winning doesn't stop you — the city keeps going as long as you want it to.

ControlDetail
Speed×1 / ×3 / ×5 (keys 1, 2, 3) — Space pauses the simulation
Closing the tabThe sim pauses while you're away; you resume exactly where you left off (no offline earnings)
Auto-saveEvery 30 seconds, and again whenever you hide the tab or close the page
BuildClick any empty ground tile to open the build menu
RoadsTurn on road mode and drag. ¢20 a tile, and every building touching a road earns 20% more

Economy & Resources

You start with ¢—, no population and no data.

¢ Credits

From commercial and mixed buildings. Spent on construction, land, upgrades and infrastructure.

👤 Population

From residential buildings. Gates tier unlocks and feeds the workforce staffing ratio.

◈ Data

From data buildings. Gates the most advanced Tier 3 unlocks.

Output bonuses stack

BonusTriggerEffect
Road adjacencyNext to a road tile
AuraIn range of a shrine / mural / plaza
Upgrade ×1 / ×2 / ×3Per upgrade level

Infrastructure

Three coverage numbers sit behind the scenes and quietly scale everything you earn. None of them ever shows up as a bill you can't pay — they just throttle your output until you fix the gap. A tower running at half power still looks fine; it just earns half.

⚡ Power

Everything you build draws power. You start hooked up to the MegaCorp grid — full coverage, but they bill you every second for it. Stack your own generators (Diesel, Solar, Wind, Battery, Fusion) to cut the cord. Fall short and the whole district earns less, across the board.

👷 Workforce

Your shops and factories need bodies, and housing is where the bodies come from. Run short on workers and every non-residential building dials itself back. Sprinkle apartments through the district instead of walling them off in one corner.

📡 Bandwidth

Data buildings are useless without pipe. Relay Node, Fiber Hub and Dark Fibre lay it down. This one only touches your data income — credits and population don't care.

Factions

Three meters, 0 to 100, all sitting at 50 when you start. Push any one of them to 0 or to 100 and the run is over — being too weak is as fatal as being too strong. What you build nudges them slowly; the cards shove them hard. The HUD goes red once a meter slips past 15 or climbs above 85, which is your cue to stop feeding it.

FactionRepresentsRises with
CorposCorporate influenceCommercial buildings, staying on the MegaCorp grid
CitizensPublic stabilityResidential & decoration buildings, citizen-friendly choices
SyndicateUnderground presenceData / hacker buildings, syndicate-aligned choices

Six ways to lose

Characters

The cards have faces. Ten regulars keep turning up, each leaning toward one of the power blocs, and the game quietly stacks the deck in their favour when their side is winning or when the thing they care about is falling apart. Get a district in trouble and you'll learn exactly whose call you're about to get.

Events

City Events ()

These just happen to you. Once you've got three buildings up, the city rolls the dice about every couple of minutes for a temporary district-wide swing — good or bad. Only one runs at a time, with a countdown ticking in the HUD.

EventEffect

Event Cards ()

These you have to answer. A character shows up with a two-option dilemma, and nothing else happens until you pick one. Every option costs you something and moves a faction meter at the same time. There's no "do nothing" button.

The draw isn't random. The game leans toward the faction that's already on top, toward the character whose system you're neglecting, and toward trouble when your citizens are unhappy. A few choices quietly set things in motion that come back to find you later.

Campaign Goals

Which three goals you get depends on the world you choose when you start. Clear all three and you've won — but nothing kicks you out. If you're still enjoying the district, keep building.

Building Catalog

Every structure rendered as a 3D isometric model, with its three upgrade levels. Filter by category below.

Loading building catalog…

Operator's Notes