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.
Drag to look around. Same trick the game plays: a seed, a noise field, and triangles — no prefabs, no baked map.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Real tools
Axe, hoe, pickaxe, fishing rod. Each has its own wind-up and strike, and the swing is what actually does the work.
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.
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.
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.