EcoGame
PRE-ALPHA

EcoGame is in pre-alpha and under heavy development. Systems, balance and art are all unfinished and change constantly — nothing described here is final, and the numbers quoted are today's, not the shipped ones. This page is a demo: the two 3D scenes are browser recreations of the game's own generators, not the game running.

Unity 6 · always online · one shared city

Buy the land.
Work it yourself.

An open-world economy sim where nothing is placed by hand. The city, the countryside, every barn, sawmill and sack of grain is built in code the moment you walk up to it — then you buy a parcel, swing the axe yourself, and hire people to keep swinging while you're gone — in a city everyone else is walking too.

Generating terrain…
LIVE · BUILT IN YOUR BROWSER
SEED 1234 8200 m 32×32 BLOCKS — TRIS

Drag to look around. Same trick the game plays: a seed, a noise field, and triangles — no prefabs, no baked map.

4
Land types, each with its own buildings, crew and goods chain
47
Tradeable goods, from raw grain to gold ingots
3
Industry levels per parcel, each unlocking more ground
8h
Away production your crew banks while you're logged off
Built at runtime

There is no map file. There's a seed.

Every building, tree, fence post and crate is assembled from triangles while the game runs — boxes, cylinders, cones and quads, stacked by code into a city and a countryside. Walk away and a parcel tears itself down; walk back and it rebuilds from your saved state, exactly as you left it.

Fell a tree properly

Chop the trunk, watch it fall, buck the log into pieces, clear the stump. Every stage is a real object in the world, not a progress bar.

Furnish it yourself

Press G at your own industry and place the desk, the mill, the storage — a ghosted preview snaps to the floor, rotates in quarter turns, and refuses to overlap what's already there.

Mark it and drive

Open the full map with N, click anywhere, and a 45-metre column of light plants itself in the actual world — visible across the valley, not just on a minimap.

Building the city…
LIVE · THE SAME GENERATOR, AT NIGHT
SEED 1234 7×7 BLOCKS — BUILDINGS

Not a render — the real rules. Avenues on the outside and through the middle, blocks 50–80 m apart, sidewalks inset 3.5 m, then lots split 22–40 m downtown and 10–16 m out in the suburbs. Downtown towers run ten to sixteen floors plus up to thirty more the closer they sit to the centre; the outskirts get two to four. Same arithmetic your CityLayout runs.

Four kinds of ground

Each parcel is its own business.

Buy land, place the building, hire a crew, and turn what comes out of the ground into something worth more. The numbers below are the game's own — pulled straight from its economy tables.

The payroll question

Is the crew worth it?

Workers cost 600 cr to hire and 3 cr a minute each, forever. They also work while the game is closed. Move the slider and watch the same arithmetic the game runs.

Forestry

One worker fells, bucks and hauls a full cycle every 70 seconds.

Sell the raw good, or process it first?

A crew this size needs 2 sawmills running flat out to keep up with what they cut. Every machine has to be bought and placed, and a worker has to walk over and start each batch.

Hiring unlocks at level 2. The game caps a single parcel at 100 workers — this slider stops at 12 so the numbers stay readable.

0cr Banked since you opened this page — at the rate below, running live.
Wood cut0 / min
Planks milled0 / min
Gross
0
Wages
0
Net / min
0
Shared world

Your save lives on the server.

Money, position, company, every parcel and every stick of furniture inside it — all of it is held server-side and handed back when you connect. There is no single-player mode and nothing is kept on your own disk: you join a server, or you don't play. Stand one up on any spare box, hand out the address, and everyone walks the same city.

Positions
Broadcast 15× a second
Storage
14 relational tables
Market
List & buy player to player
Persistence
Even the dents in your car

Players claim buildings, knock over street props and leave them knocked over, and put goods up for sale to each other. Everyone has to be on the same city seed — the server checks, and turns away anyone whose world doesn't match.

Everything else in there

It's a city, not a spreadsheet.

The economy sits inside a working town with traffic, police, fuel, and consequences.

Cars that remember

Drive, crash, and the panel dents where you hit it — per-vertex, saved with your car. Parts detach. Repair shops exist for a reason.

DRIVE · DAMAGE · REPAIR

A haul truck with a job

Buy one for the quarry and a worker will drive it to the ore and back on its own. Or get in first — it's the same truck, same physics, and it won't fight you for the wheel.

STAFFED OR DRIVEN

Police who notice

A wanted level, officers who respond, and a station to be taken to. Pull a gun in town and the town reacts.

WANTED · PURSUIT

Crews that talk

Walk up to anyone on your payroll and ask what they're doing. They'll tell you — and mutter to themselves between jobs.

ASK · IDLE CHATTER

Real tools

Axe, hoe, pickaxe, fishing rod. Each has its own wind-up and strike, and the swing is what actually does the work.

4 TOOLS

Livestock and crops

Wheat, corn, carrots, potatoes — buy the seed, work the field. Keep cows for milk, chickens for eggs, and a creamery to turn milk into cheese.

FARMLAND TIER 2

Fishing boats

Buy a boat, place it on your shore, and a crew of three takes it out — one at the wheel, two working the lines, for up to 90 seconds a trip.

CREW OF 3

Shops in town

Gas stations you refuel at, gun stores, parking garages, repair shops and hot dog carts you can buy and park on a sidewalk.

CITY BUSINESSES
F Interact G Furnish N Map B Company & land I Inventory E Enter vehicle R Rotate placement Z Minimap zoom