Updates
Every game-related change, version by version. Only real improvements to the game – technical housekeeping isn’t listed here.
v0.85.1
The mining district finally looks like mining
- ⛏️ Mines no longer sit on clean concrete between alpine flowers: gravel work pads with tyre tracks, spoil, ore and coal heaps, mine-cart rails, pit timber and a conveyor belt pouring onto the heap.
- 🏔️ The surroundings join in: dust and soot settle on the rock around a mine, with rubble and leftover rails instead of flowers – fading gently back into nature.
v0.85.0
Big cities run smoother
- 🚀 No more micro-stutter: large cities used to hitch every two seconds because every commuter re-planned their route from scratch each time. They now remember the way – noticeably smoother, especially on desktop.
- 🚗 Route planning after building new roads is now several times faster, too.
v0.84.3
Small bug hunt
- 📸 The hot-air balloon could end up hanging in the middle of your postcard – photos now show just your city again.
v0.84.2
Beta-test polish: honest hints, cleaner gestures
- 🔒 The locked-tool hints quoted outdated numbers – they now show the exact real unlock conditions (e.g. main road from chapter 5 or 3,500 residents).
- 📱 On phones, tapping next to the building panel now closes it – before, it simply stayed open.
- 🎉 The “task block complete” celebration fires at the right moment again after loading a save – no longer after a single task.
v0.84.1
Night finally looks like night
- 🌙 Every street lamp used to cast a hard, near-white disc – in a grown city the whole map lay under milky orbs at night, until roofs, windows and traffic lights were barely visible. The light now falls off softly: warm pools on the road, and the city underneath stays visible.
- 📱 On phones the separated-networks warning was cut off at the edge of the card – it now wraps and reads in full.
v0.84.0
Motorways finally count both carriageways
- 🚗 A motorway used to be counted with only ONE of its two carriageways – it looked jammed at half load, and the cars crawled to match. Now the full width counts: traffic flows again, and districts along well-built corridors keep growing.
- 🛣️ The same goes for interchanges: a pair of ramps now carries double as well. If it still gets tight, the exit really is at its limit – then a second one helps.
v0.83.5
The balloon is back · big cities back up again
- 🎈 The hot-air balloon used to drift behind the city, so you almost never saw it – now it floats visibly above the rooftops. Tapping it still pays out an hour of income.
- ☁️ Very large cities no longer fitted into the cloud backup and only reported that they were unreachable. There is now many times the room, and if something does go wrong the message tells you what.
v0.83.4
Parks in one stroke · Prestige found
- 🌳 On phones you can now create parks by swiping across several tiles – whole green belts in one stroke instead of tapping tile by tile.
- 🏆 As soon as a quest asks for city prestige, the next prestige rank shows up at the bottom of the quest board – with its price, even when your treasury falls short. Now you can see what you are saving up for.
v0.83.0
Smoother scrolling in big cities
- ⚡ The world now builds up in finer chunks – panning and zooming run noticeably smoother in large cities, and the stutter while it loads is gone.
v0.82.0
Sparkling water
- ✨ Lakes and rivers now catch gentle sunlight during the day – the water feels alive instead of a flat surface. At night it rests again.
v0.81.0
Softer screen edges
- 🎬 The screen edges are now gently darkened – it draws the eye to your city and adds depth, by day and by night.
v0.72.0
Clearer building along the motorway
- 🏷️ While dragging a route, tiles that only lack the LAND PURCHASE now show GOLD instead of red – and the message says it plainly: “There’s room – buy the land along the route first.”
v0.71.1
Upgraded motorways: real curves
- 🛣️ The curve of an UPGRADED (four-row) motorway is now a proper sweeping arc with median, guard rail, lane lines and edge line – before, the carriageways collided in a hard 90° corner of marking patchwork.
- 🧭 North–south upgrades no longer show garbled cross markings: the inner lanes were mistakenly read as an east–west route – now median, arrows and lane lines run cleanly along the direction of travel everywhere.
v0.71.0
The night truly glows now
- 🌃 Night lights now really shine: windows, lanterns and industrial glow ADD their light onto the darkened city instead of covering it with a milky sheen – nights feel deeper, lights feel warmer.
- 🚗 Headlights and tail lights glow noticeably stronger on dark roads – night drives on the motorway finally look like night drives.
- ❄️ Winter nights and dusk benefit too: lights still fade in gently without washing out the snow cover or the evening sky.
v0.70.6
Motorway polish: bridges, curves, on-ramps
- 🌉 The transition between motorway bridge and land is now a smooth incline instead of a hard step – the roadway gently tilts onto the bridge deck, cars drive up without a jump.
- 🛣️ Motorway curves sit cleanly in the landscape: the corners beyond the arcs now show meadow instead of a dark wedge – the curve reads as a sweeping route.
- 🚗 Interchange on-ramps have become proper little ramp bands with edge lines – the dark “blob” at the main-road junction is history.
v0.70.5
Only real traffic on the motorway
- 🚛 The decorative cars without function are gone from the motorway – every trip now belongs to a real commuter or truck of your city. Traffic on the route now honestly shows how much it is actually used.
v0.70.4
Smoother with many cars
- 🚗 The car simulation now computes much more efficiently: in big cities with many commuters on long motorway routes, the game stays noticeably smoother.
v0.70.3
Small polish: tip card can be minimised & clearer traffic view
- 🎓 The “First steps” tip card can now be minimised to a small chip with × – keeping the view of your city clear; it reopens by itself on the next step.
- 🚦 The traffic view now also explains the coloured outlines: they mark separate road networks, so you can instantly see which districts aren’t connected yet. On phones, the landmark indicator (“ready!”) is no longer cut off.
v0.70.0
The big progression reform: 14 chapters to the City of the Century
- 📖 The task chain has been completely reworked: 14 instead of 10 chapters (new: Small town, Trading city, Crossroads, World metropolis) with 9 new tasks – including mining, density and trade goals – and a much longer curve towards the 100,000-resident finale.
- 🔓 Unlocks now arrive noticeably later and feel earned: main road from chapter 5 (3500 residents), motorway from chapter 8 (15,000), landmarks from chapter 10 (25,000).
- 🏙️ The high-rise milestones move back too: level 30 (“Metropolis”) now unlocks at 18,000 residents, level 40 (“World city”, skyscrapers) at 80,000 – the final sprint upward belongs to the truly great.
v0.65.3
Polish for the ramp connections
- 🛣️ The outer ramps’ deceleration and acceleration lanes are now more compact and stay at the edge of the carriageway instead of reaching towards its middle.
v0.64.0
Commuters now take the highway
- 🚗 Your commuter cars now actually drive on the highway: routing picks the FASTEST path (a highway tile counts for less), no longer the one with the fewest tiles – before, the visible cars avoided the expensive route and stuck to the parallel country road. Now the highway pays off visually too.
v0.63.0
Mines get a face
- ⛏️ Mountain industry now visibly turns into mining: collieries with pit-head winding towers and wheels, coking plants with a quench tower and gas holder, steelworks with a glowing blast furnace and hot-blast stoves – each with fitting smoke and its own name in the info panel (Colliery · Coking plant · Steelworks).
v0.61.3
Honest traffic readout
- 🚗 Tapping a highway now shows the real commuter numbers on BOTH carriageways – previously one side wrongly reported “no commuters” even with heavy traffic and a jam right next to it.
v0.61.0
Mining in the mountains
- ⛏️ New: industry on mountain and rock tiles (grey/white) turns into mining – like mountain hotels and waterfront villas, but for industry.
- 💰 Mining pays several times the tax, no pretty surroundings needed. But it smokes hard: heavy smog spreading far around. A mining district earns big yet makes the neighbourhood unlivable – best placed well away from housing.
v0.60.1
Clearer start & honest milestones
- 👋 New players get the direction right away: “Build your own city!” now appears in the very first tip.
- 🏙️ The milestone message now shows the REAL level your buildings grow up to – e.g. level 33 for a metropolis, instead of the old flat number.
v0.60.0
Prestige – a goal with weight
- ⭐ City prestige is now a real goal for your wealth: the first rank costs noticeably more (instead of being done in minutes), and each further tier keeps climbing – so the money from your thriving villas and districts turns into visible rank progress instead of piling up uselessly.
v0.59.1
Beginner tip responds reliably
- 👆 The action button in the beginner tip (e.g. “Pick road”) can now be tapped reliably – before, the very first tap could occasionally miss because the card kept rebuilding itself in the background.
v0.59.0
Smoother endgame
- 🏆 The task board no longer gets stuck on expensive money goals in the endgame: population milestones (12,000, 25,000 … up to the city of the century) now arrive on time, and the timeless endless goals (first landmark, city prestige) move into a new closing chapter, “Legacy”. A few connection goals that were unreachable even in a giant city are now achievable.
v0.58.2
Even toolbar on phones
- 📱 The tool icons at the bottom are now all the same width and evenly spaced on phones – before, some buttons were narrower than the rest.
v0.58.1
Shared maps can be loaded again
- 🔗 You can redeem a shared map code again: paste it under “Map code” in the menu and load it – and you start on the exact same map as a friend. Your current city is replaced (the game saves a backup first).
v0.58.0
New late-game goals in the task board
- 🏆 The late game gets real objectives: your first landmark and your city’s prestige ranks are now tasks of their own on the board – so even after the last unlock there is always something to reach for, instead of just watching the money grow.
v0.57.1
Prestige worth showing off
- ⭐ Your city prestige rank is now worn with pride: as a golden badge in the top-right of the game and as an elegant seal on your shareable postcard – a real status symbol to show off.
v0.57.0
City prestige – your wealth gets a purpose
- 🏆 When your treasury overflows, there’s finally something grand to do with it: invest in city prestige and raise your metropolis’ rank – ever pricier, endlessly upward. The new section lives at the bottom of the tasks board and fills exactly the time when money used to just pile up. Every tier is celebrated.
v0.56.0
The motorway finally comes alive
- 🚗 Your motorway springs to life: cars and trucks now visibly cruise the lanes, lifted onto the interchange deck and with headlights at night. They fade in and out at the ends, so the expensive long-distance road finally feels like a real artery – with no effect on your commuters or taxes.
v0.55.2
Polish for tasks & hints
- 📋 The traffic-jam tip no longer suggests a main road before it is even unlocked – the hint now appears exactly when you can actually build the upgrade.
- 🎯 In the Era phase the 12,000-resident step now comes BEFORE the big world-city goal – a milestone of its own instead of a wall right at the chapter start.
v0.55.1
Heavy structures unlock later
- 🏗️ Main roads, motorways and landmarks now unlock noticeably later – only once your city has really grown. The build-up stays orderly and each unlock feels like a real milestone (main road from chapter 3, motorway from chapter 4, landmarks only from chapter 6).
v0.55.0
Every new city is a river metropolis
- 🌊 New cities now always start as a river city with metropolis character – the setup screen is gone, you jump straight in. A river runs through the land, with taller towers and faster growth. Existing cities stay exactly as they were.
v0.54.3
Villas pay noticeably more tax
- 🏡 Waterfront villas now pay noticeably more – the prettier and cleaner the location (parks, shoreline, nearby landmarks), the stronger. A dream villa carries a multiple of the normal residential tax. A well-tended villa district becomes a real pillar of your city’s income.
v0.54.0
Landmarks pay off, boats liven big coasts, polish
- 🏛️ Landmarks finally do something real: they noticeably beautify their whole district – villas and hotels around them earn more. And if a spot does not fit, the game now tells you WHY: landmarks need flat ground – at the shore or on a level height.
- 🏨 Downtown high-rises are now called “City hotel” instead of just “Hotel” – no more mixing them up with the mountain hotels that count for the task.
- ⛵ Big coasts and lakes now carry more boats – the number scales with the water area, while small ponds stay calm.
- ✨ Polish: switching seasons no longer leaves a single tile in the old colour, and established cities no longer pop up beginner hints.
v0.53.6
Main roads, motorways and landmarks unlock later
- 🔓 To keep the early game calm, the big builds now arrive as your city grows: main roads from chapter 2 (or 120 residents), motorways from chapter 4 (or 800 residents), landmarks from chapter 4 (or 1200 residents). Locked tools carry a 🔒 in the toolbar, and reaching the threshold is celebrated.
v0.53.5
Villas respond more to beautiful, clean surroundings
- 🏡 Waterfront villas now grow far more in step with their surroundings: the prettier the parks and shoreline around them, the faster they rise – and even the faintest smog nearby halts their growth. Keeping a villa district truly green and clean pays off.
v0.53.4
Rain finally looks like rain
- 🌧️ During rain the full sun still hung in the sky with just a few clouds – now a closed grey overcast rolls in, the sun fades behind it and the raindrops are clearly visible. Rainy weather actually looks grey and moody.
v0.53.2
Bridge railings no longer across the road
- 🌉 Where two bridges met (a crossing, or two lanes side by side) a railing used to sit in the middle of the road. Now the railing only runs along the outer edges facing the water – the roadway runs clear through the junction.
v0.53.1
Calmer water
- 💧 Lakes and rivers look calmer now: the water surface used to show a fine diamond grid – the tile lines now sit only along the shoreline, and open water is one continuous, smooth expanse with a soft sense of depth.
v0.52.1
A proper motorway bridge over water
- 🌉 Motorways over water now have their own bridge graphic: one continuous carriageway deck on slender piers, with lane markings running across and a clean barrier only on the outer sides – instead of the old makeshift bridge with railings strewn across the whole roadway.
v0.51.1
Sign gantries: direction signs in the right perspective
- 🪧 The blue direction signs on the sign gantries now hang from the crossbeam in correct perspective – previously they sat askew in space. They are also larger and easier to read.
v0.51.0
Motorway kit like the real thing – and smog now costs taxes
- 🛣️ Polish based on real motorway design rules: hard shoulders with a solid edge line, lane dashes in the true 1:2 rhythm and a planted median.
- 🦺 New roadside kit: guide posts (with orange reflectors near interchanges), emergency phones, sign gantries above the carriageway – and noise barriers wherever homes sit right next to the motorway.
- 🚚 Keep-right rule for trucks: on wide motorways, lorries stay in the right-hand lane.
- 🏭 Homes engulfed by too much smog no longer pay taxes – parks and distance from industry bring the income back. The building panel now shows taxes honestly, including the villa and hotel bonus.
v0.50.0
Right-hand traffic, the right way round – and wide motorways
- 🧭 Motorway carriageway directions were MIRRORED – now it is true right-hand traffic: on east-west routes the southern side drives east, on north-south routes the eastern side drives north. Arrows, markings and every car follow.
- 🛣️ NEW: wide motorways! Build two pairs side by side and the four lanes split 2+2 automatically – one median only between directions, thin lane lines within, and traffic uses both lanes of its direction.
- 💡 Light masts now know where the middle is too: they only stand on the true median.
v0.49.0
Real interchanges
- 🔗 ONE click now upgrades BOTH carriageways to an interchange (500 💰) – previously each side needed its own click.
- 🛣️ Interchanges look like motorways now: acceleration lane with taper and gore area, a curved slip road from the main road and a blue motorway sign.
- ✅ Traffic audit: every car verifiably drives on its proper carriageway – ghost drivers are history.
v0.48.0
X-ray for commutes & earned skyscrapers
- 🔍 NEW: click a home to see its COMMUTE as a band on the map – green where free, amber where busy, red where jammed. You now see exactly WHERE it sticks.
- 🏙️ Skyscrapers are an earned statement now: from level 21 only short commutes grow; from level 31 a beautiful spot is also required – and skyscrapers grow slower.
- 🏨 Hotels in beautiful surroundings pay far more tax – full beauty triples the earnings.
- 🚗 Traffic polish: the last ghost drivers at junctions and curves are caught, and cars cut motorway curves smoothly instead of jerking.
- 🖼️ The yellow selection frame no longer cuts through buildings standing in front.
v0.47.0
Real curves, smarter traffic & packed skyscrapers
- 🛣️ Motorway curves really sweep now: median, edge lines and lane dashes run as arcs through the 90° bend, with a green island outside.
- 🚗 Traffic: no more ghost drivers – each direction uses its own carriageway (with a lane change at the interchange). At the junction cars drive OVER the bridge while cross traffic passes beneath – and on the open motorway traffic rolls at double speed.
- ➖ Centre-line dashes are now truly even everywhere: dashes at tile borders used to be swallowed instead of split.
- 🏙️ Skyscrapers (level 31+) hold twice as many residents – with taxes to match.
v0.46.1
Clean curves & villas up to row 3
- 🏡 Villas now form up to the THIRD row from the water (row 4 with a small park) – and a river bank counts just as much as the coast.
v0.46.0
Waterfront villas, taxing the rich & a real skyline
- 🏡 Waterfront is beautiful by itself now: the first row along the shore becomes villas even without a park belt – and large blocks count as waterfront as soon as any part touches the shore.
- 💰 Tax the rich: villas pay far more tax – 2.2× to 4× a normal home, the prettier the spot the more. Grooming a villa quarter really pays off.
- 🏙️ The skyline grows tall: residential towers, city towers, skyscrapers and office high-rises are much taller – the city no longer looks flat.
- 📐 Billboards, roof signs and hotel panels now stand in correct perspective instead of looking pasted on.
v0.45.1
Polish: road markings & plazas
- 🛣️ Centre-line dashes are now evenly spaced everywhere – on slopes and in curves the pattern used to visibly jump.
- 🌳 The bushes around plaza fountains are green again – they were mistakenly drawn black.
v0.45.0
Logistics bonus & mountain hotels
- 📦 Logistics bonus: industry near an interchange delivers +15 % goods – factories along the motorway ring now pay off twice.
- 🏔️ Hotels now also appear on the GREY rocky tiers of the mountains, not just the white peaks – considerably more buildable hotel spots.
- 🌳 Park dragging on slopes fixed: the preview wrongly marked inclines red even though parks may be built there – slope tiles now count and colour correctly.
v0.44.0
The motorway has fully arrived in the game
- 🎯 Three new tasks lead into the motorway: “First motorway” (12 route tiles) and “Connected” (2 interchanges) in chapter 4, “Commuter artery” (40 tiles) in chapter 5. Once unlocked, the traffic tip points straight to it.
- 💡 When you first pick the motorway tool, a tip card explains the pair-and-ramp principle – and the guide has its own motorway chapter.
- 🔉 Living right next to the route is now a little less pretty (noise) – villas don’t like a motorway view. A nearby park almost makes up for it.
v0.43.3
Long-haul traffic & night lights on the motorway
- 🚛 Trucks roll along the route: some commuters on motorway routes now drive semi-trailers – long-haul traffic is visibly on the move.
- 💡 The motorway has its own light masts on the median – at night the route glows as a warm chain of lights.
- 🚧 Polish: congestion now tints both carriageways (not just one), curves close the outer corner cleanly, and twin bridges carry the route across water.
v0.43.2
The motorway now looks like one
- 🛣️ Proper roadway visuals: separate carriageways with edge lines, dashed lanes and direction arrows, a green median with guardrail in between – and no more lamps, bus stops or traffic lights on the route (it’s junction-free).
- 🌉 OVERPASSES: the route can now cross existing streets – the deck rises over the street (surcharge like a bridge) while city traffic flows on below. Coupling still happens only at interchanges; the first demolition removes just the deck.
- 🏎️ Speed: cars travel about 1.6× as fast on the open route.
v0.43.1
The motorway has arrived
- 🛣️ New tool in the road group: the MOTORWAY (from chapter 4 or 800 residents). One stroke builds both carriageways at once – distance on the route does NOT count towards the commute, and one route tile carries 7.5× as much traffic as a street.
- 🔗 The motorway serves no buildings and couples only via INTERCHANGES: click the route to build one (250 💰) – a main road must touch it. Too few ramps = jams at the ramp: plan your access points!
- 🚧 The route is still visually bare-bones – median, guardrails and overpasses come in the next visual pass.
v0.43.0
Main roads shorten the commute
- 🛣️ Main roads are now twice as efficient for commuters: distance on upgraded roads only counts HALF towards the commute. The pricey upgrade pays off twice – more capacity AND shorter routes; traffic gathers on the big axes by itself.
- 🔁 Rezoning means a fresh start: a rezoned building begins again at level 1 and regrows – before, it kept ~85 % of its level.
- 🌳 Parks no longer show a “level” – parks don’t grow, the number was noise.
- 💰 The not-enough-money message when buying land now appears ONCE (big) instead of twice.
v0.42.2
Cleaner map & clearer messages
- 🪧 The floating “Land · price” sign on the map is gone – the + markers still show WHERE you can expand, and you see the price while building (overlay/hover) and when trying to buy.
- 💰 If you can’t afford land, the message with the price now appears big and clear instead of as a small pill.
- 🚌 Buses no longer “park” at the curb between the cars – transit drives off to the depot on arrival. Before, the wide bus sprite pushed over the parked cars.
- 🎯 After refounding, the task band shows the first chapter-1 tasks again – before, the fresh city inherited the old city’s task block (e.g. “Connect 400 buildings” with 5 buildings).
v0.42.1
Camera fix on refounding
- 📷 After resetting/founding a new city (and when loading a city via city code), the camera now jumps right back to the starting plot – before, it stayed where the old city was.
v0.42.0
Seasons live with your city
- 🍂 Seasons now change with PLAY TIME instead of the real calendar: 30 in-game days make a month, after 3 months the season turns – roughly every 3 hours of play. Before, anyone starting in July saw nothing but summer for months.
- 🌸 Every new city starts in spring, and each change announces itself with a short message (“Autumn is here …”). The fixed season picker in the menu (🌸/☀️/🍂/❄️) stays.
v0.41.0
Tips turn into tasks
- 🎯 Tip cards now have a “Track as task” button: a tip (e.g. buying land or easing traffic) pins the matching task in the task band – it stays there until it’s done.
- 🛣️ New task “Main artery”: upgrade your first road to a main road – the traffic tip points straight to it.
v0.40.0
A seamless start
- 🎓 The start now speaks with ONE voice: while the “First steps” card guides you, the task band pauses – it takes over at the handover (“Here we go”). Before, card and band gave different instructions at the same time.
- 👆 Every coach step now has a button that picks the right tool directly (“pick road”, “pick residential” …) – no more hunting through the toolbar. The one-off tips (land, jobs, traffic) use the same card with a 💡 header and a fix-it button.
v0.39.1
Landmarks are endgame goals again
- 🏛️ Course correction: the 2M entry price made landmarks reachable too quickly. The first one now costs 50M 💰, each further one double – a true long-term goal. The savings progress in the gallery stays, and the chapters and task blocks keep guiding you through the midgame.
v0.39.0
Smooth building even in large cities
- ⚡ The world renderer was fundamentally rebuilt: when you build, the game now redraws only the affected strips of the image instead of the whole screen. In a large city, a noticeable stutter (almost half a second) becomes an imperceptible blink – building stays buttery smooth even in the endgame.
- 🌊 Big transitions (camera jumps, season changes, loaded cities) now build the world as a gentle wave over several moments instead of freezing the picture.
v0.38.1
Land for sale explains itself on hover
- 💰 Hovering over unowned land with a build tool now shows a label with the price and how many of its 9 tiles are buildable – the “+4/9” badge on the map is explained before you buy.
v0.38.0
Building panel: click a shortage to fix it
- 🛠️ Red needs in the building panel are now buttons: clicking “work 0%” instantly picks the industry tool, “clean air 13%” the park, “staff” the residential zone – the panel no longer just says WHAT is missing, it starts the fix.
v0.37.0
Safety net for resets & a clearer menu
- 🛟 “Reset city” now has a safety net: the old state is saved automatically beforehand, and the menu shows “Restore previous city” – an accidental reset is no longer a total loss.
- 📋 The two “copy” buttons in the menu now say what they copy: “Copy city code” (your save) and “Copy map code” (the landscape for sharing).
v0.36.0
Better start: the coach guides further & rejections show where
- 🧭 The beginner coach now walks you through FIVE steps instead of two: first road, connect the first house, create jobs, buy land and plant a park – after that you are truly ready to go.
- 📍 When a build is rejected, the reason now appears right AT the tile as a small label (“buy new land first”, “too steep” …) – no longer just as a message at the bottom edge that leaves you guessing which tile was meant.
- 🎓 The starter tasks in chapter 1 now carry a “First steps” badge on the task board – making it clear they are there to guide you through the game.
v0.35.0
Explanations with action buttons & tidy messages
- 💡 Every overview card up top now explains itself everywhere: on the phone a tap opens a sheet at the bottom edge, on PC a panel right at the card. And where something is stuck, the button for the next step is right there – “zone industry”, “connect the roads” or “show me what’s unserved” with a camera jump to the trouble spot.
- ⚠️ Warning hints like “upkeep” or “split networks” are now clickable and lead straight to the fix instead of just warning.
- 📬 Messages at the bottom now queue up one after another instead of overwriting each other – nothing gets lost during quick task streaks. Big moments (task block complete, milestone reached) celebrate as their own golden card at the top centre without covering the task band.
v0.34.0
Chapters, tourism tasks & reachable landmarks
- 📖 The task board now tells a story: your city moves through named CHAPTERS – from “Founding” through “Growth” to “City of the Century”. The chapter header always shows where you are and how many tasks remain until the next chapter.
- 🏔️ New tourism task chain: open your first guesthouse, attract your first villa, build a mountain village with 4 hotels, then a villa district with 5 villas – the game now guides you step by step towards mountains and shores.
- 🏛️ Landmarks are finally within reach: the first one now costs 2M 💰 instead of 100M, each further one triple that. The gallery shows live how much you have already saved up.
v0.33.0
Build mode shows your land & the best spots
- 🗺️ As soon as you pick a build tool, the map shows your land: your parcels get a green border and purchasable surroundings dim slightly – no more zoning “next to” your land.
- 🏔️ The map now reveals its best spots: with the commercial tool, mountain ground shimmers white (hotels grow there instead of offices); with the residential tool, waterfront spots shimmer turquoise (villas grow there – bright where it is already beautiful, pale where parks are still missing). Hovering names the spot.
- 🧹 Small fixes: the “land for sale” price sign no longer sits in the middle of lakes, and confetti no longer piles up endlessly during quick task streaks.
v0.32.3
Drag parks as an area
- 🌳 On desktop, parks can now be dragged out as an AREA just like residential and commercial zones: drag a rectangle, the green preview shows valid tiles, and a live label at the cursor shows tile count and total price. On release, everything valid and affordable is planted at once.
v0.32.2
Hotels & villas in many shapes
- 🏗️ After the colours, the SHAPES now vary too: guesthouses come as a chalet with a front terrace, with a low annex, or as a deep house with a side terrace; holiday homes as a duo, diagonally offset, or as a row of three cabins; hotels and resorts with a set-back upper floor, a full side tower, or two roof pavilions around a court.
- 🏠 Villas build their upper floor as a corner cube, a full-width penthouse bar or a small central cube depending on the variant. Roofs differ as well: pyramid, short or long ridge, steeper or flatter.
v0.32.1
Every hotel one of a kind
- 🎨 Hotels and villas no longer look cloned: wall, roof and sign colours vary, layouts are partly mirrored (tower on the left or right), shutters change colour, doors, chimneys, pools and heights differ from house to house. Neighbouring buildings of the same tier now look distinctly different.
v0.32.0
Beautiful hotels & villas
- 🏨 Big visual upgrade for mountain hotels and resorts: base floor with a protruding balcony row and flower boxes, set-back upper floor, roof terrace with railing, parasol and lounger, wooden front terrace, entrance with canopy and evening light, chimney on the ridge – resorts additionally get a pool on the deck.
- 🛖 Guesthouses and holiday homes are now cosy chalets with green shutters, a wooden terrace and a parasol.
- 🏡 Villas are proper architect homes: ground floor with a mullioned glass front, set-back upper floor, roof terrace with lounger and planter, pool with sun deck, stepping-stone path and bushes in the garden. Small villas remain elegant bungalows with a roof terrace.
v0.31.4
Floating roofs fixed
- 🏠 The real culprit is found: on hotels and villas the entire roof hovered a full wall height ABOVE the building – with a visible gap in between. On white mountain ground this was barely noticeable, by the water and against the city all the more. All roofs now sit flush on the walls.
v0.31.3
Hotel roofs: snow instead of a grey lid
- 🏔️ The glitch on hotel roofs is fixed: the old “snow cap” sat as a flat grey lid in the middle of the roof – as if the peak had been cut off. Roofs are now fully snow-covered, each side individually lit, with a dark timber trim at the eaves and a clean ridge line.
- 🏘️ Neighbouring buildings in hotel complexes no longer poke their roof overhangs into each other – there is visible space between the buildings now.
v0.31.2
Hotel roofs & villa quarters fixed
- 🏔️ Hotel roofs now work at every size: elongated buildings get a hipped roof with a ridge line, and roof height grows with the building – before, large roofs turned into huge, almost flat brown slabs. Big resorts consist of more but smaller buildings.
- 🏡 Merged villas now form quarters of individual villas around a shared pool garden – before, ONE huge white flat roof spanned the whole plot.
v0.31.1
Hotel complexes fixed & menu polish
- 🏨 Large hotel and villa complexes look right again: instead of ONE giant tent roof spanning the whole grounds, they now form a proper resort – main building, smaller wings and a garden court with a pool. Long narrow complexes become a row of chalets.
- 🧭 Submenus now show small names beneath the icons (e.g. “Road” and “Main road”) – no more guessing between similar pictograms. The layer menu also names its views: Traffic, Smog, Beauty.
- ⌨️ Polish for keyboard and screen readers: Escape closes open menus, and submenu buttons report their state correctly.
v0.31.0
Gritty industrial districts
- 🏭 Industry finally looks like industry: every factory lot is sealed – concrete slabs with joints, cracks and oil stains instead of tidy green – and wrapped in a chain-link fence with barbed wire and a works gate.
- 🧱 Concrete-look facades with real wear: soot streaks under the roofline, rust runs and splash dirt at the base. Yards are stacked with rusty barrels, pallets and old tyres.
- 🌃 At night the industrial districts glow orange: sodium-vapour floodlights, wall lamps and fence lighting bathe the factory grounds in warm orange – a clear contrast to residential areas.
v0.30.0
New toolbar & new build prices
- 🧰 The toolbar now shows pictograms only – tidy and identical on every device. Park/landmark and road/main road each share one button: tapping picks the last-used tool, a second tap opens the choice (▾).
- 🛤️ Main roads can now be built DIRECTLY – no need to lay a normal road first. They are much pricier (the cost grows with your city) and carry 2.5× the traffic.
- 💰 New prices: zoning residential, commercial and industrial areas is now free – planning costs nothing, roads and parks are where the money goes. Parks cost a bit more (18 instead of 12).
- 🐛 Boats and the shy lake creature now respect a hard map boundary (no more “sailing in the sky”), and large hotel/villa complexes finally show their big resort or villa building instead of an office row.
v0.29.0
Mountain tourism & lakeside villas
- 🏔️ New hotel family: commercial zones on white mountain ground become guesthouses, holiday homes, mountain hotels and resorts – with their own alpine look (snowy roofs, balconies, a pool at the resort). The lovelier the area, the higher the taxes and the faster they grow.
- 🏡 Villas: houses near the water turn into elegant villas with glass fronts and pools in truly beautiful surroundings – and pay significantly more taxes than normal homes.
- 🌸 Beauty is now a real stat: parks beautify the area within 5 tiles, smog makes it ugly. The new beauty view in the 🗺️ layer menu reveals the dream spots – and an ✕ button turns any view off again.
- 🚗 The browser version now shows far more cars in the city – the limit was for phone temperatures and is lifted on desktop.
- 🐛 Fixed: switching language in the menu no longer drops you on the start page, and boats no longer sail through bridges.
v0.28.0
Life on the water & a new reward system
- 📈 Tasks now reward you PERMANENTLY: complete all three open tasks and your tax income rises by +2 % forever – set by set, cascading. One-time gold payouts are gone; your previous progress counts retroactively.
- ⛵ Complete boat overhaul: four boat types (sailboat, rowboat with visible oar strokes, fishing cutter, motorboat) with details, bobbing in the waves and speed-based wakes. Boats now steer around shores in gentle curves – and never sail off the map edge anymore.
- 🦕 A shy new resident: very rarely, something long-necked surfaces in a lake for a few seconds … keep your eyes open.
- 🗺️ The traffic and smog views now live behind ONE layer button in the top right – open, pick a view, done. With room for future views.
- ☀️ Sun, moon and clouds now glide smoothly across the sky instead of stuttering in small steps.
v0.27.13
The lucky balloon
- 🎈 The hot-air balloon is now clickable! Catch it and you get a one-time bonus of a full hour of net income – it only drifts by every few play hours, so keep your eyes open.
- 🚏 Bus stops now keep a minimum distance – no more three shelters in a heap.
- 💬 Game messages (e.g. the traffic info when tapping a road) are bigger and sit on their own glass pill – readable on any background.
- 🔢 The version number in the bottom left is bigger and now links straight to the release notes.
v0.27.12
More readable nights
- 🌙 Deep night is shorter and a touch brighter – the city stays readable even at midnight, while stars, moon and window lights remain fully intact.
- 🎯 The connection task now explains how it counts: only buildings with a road connection count, and merged complexes count as one.
v0.27.11
Honest growth feedback
- 🏗️ Construction sites now reveal their remaining time (“under construction – done in ~40 s”), and growing buildings tell you honestly how it’s going: “growing briskly”, “growing slowly – low demand / polluted air / long commutes” instead of a generic “growing”.
- 🚗 As soon as the first commute gets tight, a one-time tip explains road upgrades: drag the road tool over an existing road → main road with more capacity.
- ➕ Land markers are back to the familiar golden + – the number (“+ 6/9”) only appears where not all of a parcel is buildable. No more cryptic triangles.
- 🎯 The task board now keeps only three tasks open at a time – more focus, less list.
v0.27.10
Clearer status cards
- ℹ️ The explanations on the supply and demand cards have been rewritten: short, clear lines instead of a wall of text – and they finally describe the real bar scale (right = in demand, left = oversupplied) instead of arrows that no longer exist.
v0.27.9
No more ghost cars
- 🚗 Cars no longer vanish “ghost-like” when driving past lanterns, bus-stop signs or avenue trees – they only duck behind buildings and things truly in front of them.
- ▲ Every purchasable plot now subtly shows on its own ground how much of it is buildable (e.g. “▲ 6/9”) – instead of one central line on the price sign.
- 🌿 Trees, bushes and flowers are now visible on land you haven’t bought yet – gently dimmed, so it stays clear what’s already yours.
- 🖥️ On desktop, the traffic/smog legend now sits on the right below the buttons instead of mid-screen.
v0.27.8
Land signs: less is more
- 💰 There is now always just ONE compact price sign on the map (“Land · 288 💰”) – all other purchasable plots show only the subtle + marker. No more forest of signs around your starting village.
v0.27.7
Calmer land price signs
- 💰 The land-for-sale display is subtle again: the + markers no longer glare, the price sign sits near the centre of your view, follows calmly as you pan, and no longer gets cut off at the screen edge.
v0.27.6
Clearer feedback & fewer mishaps
- 💬 When zoning only fails for lack of money, the game now says “Not enough money” instead of “can’t build here” – and also names slopes that are too steep.
- 🛡️ The demolish swipe now asks first before wiping several still-growing zoned plots at once.
- 💰 Land price tags no longer vanish when you switch tools – they just dim gently.
- 🌗 Browser dark mode no longer distorts the green/amber/red status colours.
- 🌍 The traffic and smog legend is now fully translated.
v0.27.5
Empty meadows feel more alive
- 🌱 Open and still-undeveloped plots now grow soft wild grass and the odd little flower – empty land looks less like flat lawn. It adapts to the season (pale blades in the winter snow).
v0.27.3
Cars look nicer now
- 🚗 The cars are rounder and more detailed: a curved body with a slimmer bonnet, raked windows, a distinct roof and hinted wheel arches – less shoebox, more car.
v0.27.0
Livelier traffic: headlights, brake lights & buses
- 🌙 Cars now light up at night: warm headlights cast a glow on the road, with tail lights glowing at the rear.
- 🛑 Brake lights: at red lights and in traffic jams the tail lights flare up bright red.
- 🚌 Every now and then a bus now rolls through the traffic.
v0.26.0
Your city comes alive: boats, balloons, shooting stars & aurora
- 🚤 Little sailing and rowing boats now glide across open water – coasts, lakes and rivers feel far more alive.
- 🎈 Every now and then a colourful hot-air balloon drifts gently over your city by day.
- 🌠 Keep an eye on the night sky: shooting stars now streak across the stars.
- 🌌 On clear winter nights a soft aurora shimmers high in the sky.
v0.25.19
Landmarks with previews & a tidier building view
- The landmarks gallery now shows a preview image for every monument – see at a glance what you’re building. 🏛️
- Building feels calmer: the land-price signs and the little + markers only show in cursor mode – while you place roads, zones or buildings, the map stays free of overlays. ✨
v0.25.8
Never locked out – ads are now optional
- Ads are now completely optional: if you decline them or use an ad blocker, you simply keep playing ad-free – no more lock screen. 🎉
- It’s your choice: you can switch ads off anytime in the menu under “Ads”. 🍪
v0.25.7
Jump straight into the game – no sign-in, no intro dialog
- New here? You now start right in the middle of the game – no sign-in screen and no explainer dialog first. The coach walks you through your first roads step by step. 🎮
- The short how-to isn’t gone – you can open it anytime from the menu under “How to play”. 📖
- You only need an account if you want to keep playing your city across several devices. A gentle reminder about it slides in from the side after a few minutes and can be dismissed. ✨
v0.25.4
Bridges with clean edges
- Bridges over water now have smooth, straight edges – the little stone stubs that used to stick out on the sides are gone. 🌉
v0.25.3
Fixes: autumn leaves, smog and smoother big cities
- Autumn leaves drift down across the whole city again as a fine leaf-fall – before, every leaf clumped together in one spot. 🍂
- Smog now reliably limits how tall you can build right next to factories – even in cities that finished growing long ago. 🏭
- Big cities run smoother: traffic lights off-screen no longer cost any processing time. ⚡
v0.25.0
Sharing: postcard in three formats – with map code
- The share postcard now comes in three formats: wide for the feed, square, and tall for stories – one tap switches, and your city view is cropped to fit. 🖼️
- Your map code is now on the postcard too: whoever sees your picture can found that exact map. Your secret city code stays private. 🗺️
- The current season comes along automatically – share your snowy winter town or the golden autumn view. ❄️🍂
v0.24.1
Snow-covered roofs in winter
- In winter, snow now settles on the roofs too: houses wear white snow caps, and the flat roofs of shops and factories get a blanket of snow – chimneys and vents peek out. ❄️🏠
v0.24.0
Living seasons: snow, leaves, blossoms
- The seasons are alive now: snow drifts down gently in winter, leaves tumble through the air in autumn, blossom petals float in spring. ❄️🍂🌸
- Each season also casts a fitting light over the whole city – wintry cool, autumn gold, spring fresh. Summer stays bright as ever.
- Still purely visual and calm – lovely to watch, with no rush at all.
v0.23.0
Seasons: your city through the year
- Your city can now wear spring, summer, autumn and winter: fresh green with blossoms, lush summer green, golden autumn trees and a deep snowy winter with icy water. 🌸☀️🍂❄️
- Set the season in the menu – “Auto” follows the real month (your city lives along with it), or lock a fixed mood, perfect for photos.
- Purely visual: changes nothing about the game, no time pressure, locks nothing – just the look of your city.
v0.22.1
Keep an eye on your progress to the next landmark
- Next to your money you now see a subtle progress bar toward your next landmark: it fills up as you save and shows “ready!” once you have enough 💰. 🏛️
- So even in the long run you have a visible goal in sight – the bar shows how far your savings still are from the next landmark.
v0.22.0
Share maps: found a friend’s map
- Every map now has a short map code (landscape + seed). Copy it in the founding screen or the menu and pass it on – whoever pastes it founds the same map. 🔗🗺️
- In the founding screen you can paste someone’s code and hit “Load” – the preview jumps straight to that exact map, and you still pick charter and name.
- Important & safe: the map code shares ONLY the terrain. Your city, your progress and your secret city code stay private – nobody can see or load your save through it.
v0.21.0
Two new landscapes – and each looks its own way
- Two new landscapes to pick when founding: 🌊 Coast (a wide sea along one edge, lots of waterfront and sailboats) and 🏞️ Lake district (many small lakes among the green). With Plains, River city and Highlands, there are now five.
- Every landscape finally has its own look: pine forest and rock on the highland slopes, reeds along river and lake banks, sand and dune grass on the coast, light leafy woods in the lake district. 🌲🌾
- New charter “🏡 Cosy small town”: cheapest to run, clean air, happy residents – in return it stays deliberately small and grows gently. Four charters to choose now, all equally strong, just different.
- The founding screen now suggests a fitting landmark for each landscape – e.g. Neuschwanstein for the highlands or the Opera House for the coast. 🏛️
v0.20.0
Found YOUR city: landscape, charter & name
- New city founding: instead of a random map, restarting now lets you pick a landscape with a real map preview – Open plains (the classic), River city (broad river arms, bridges connect your districts) or Highlands (terraces, flat building land is precious). Hit “Reroll” to shuffle the map until you like it. 🗺️🎲
- Give your city a founding charter: 🌿 Nature town (parks work harder, cleaner air, cheaper upkeep – in return calmer and flatter) or 🏙️ Metropolis (taller towers, faster growth – in return more smog and pricier upkeep). Both are equally strong, just different – or stay ⚖️ balanced.
- Name your city! The name also appears on your share postcard – “My city in Tildown” becomes e.g. “Lakeview”. ✏️📮
- Existing cities stay exactly as they are – landscape and charter only apply to newly founded cities.
v0.19.0
Landmarks the way they should be
- Big glow-up for the landmarks: the Statue of Liberty is now a real statue with torch arm and crown, the Leaning Tower leans elegantly as one piece, Neuschwanstein shows off its palace with many slender spires, Big Ben is tall and slim with a steep spire, and the Taj Mahal wears a proper onion dome. 🏛️✨
- ALL ten landmarks are now real 3D models with real lighting and soft shadows – from the Eiffel Tower with over 2,000 iron girders to the Little Mermaid. Each stands in its own little diorama: lawns and tree-lined alleys at the Eiffel Tower, a star fort around the Statue of Liberty, a mirror garden at the Taj Mahal, a harbour with sailboats in Sydney, desert with sphinx and palms at the pyramids … 🗼✨
v0.16.3
Account switching made safe again
- Fixed: switching to another account could, in rare cases, carry over the previous account’s city. Each save now stays cleanly with its own account. 🔒
v0.16.1
Share your city
- New share button top right (📮): Tildown turns your save into a lovely postcard – with a real snapshot of your city plus residents, jobs, balance and buildings. Share it directly, save it as an image or copy the link. Show off your city! 🏙️
- Only the picture, your stats and the link are shared – never your city code. Your city stays yours.
v0.15.2
How much traffic rolls through here?
- Tap a road or intersection in cursor mode – Tildown now shows how many trips roll through here per day and how busy the tile is (free · tight · jam). Spot your bottlenecks at a glance and see where a parallel route or a main road would help. 🚗
v0.15.0
Always the latest
- When a newer version of Tildown goes live, you now get a quick reload nudge – so you never accidentally play on a stale build. 🔄
- Safer across devices: if you built your city further on another device, Tildown now asks whether to load the latest when you come back – instead of quietly showing the wrong one. ☁️
v0.14.10
Menu fits narrow screens
- On narrow phone screens some menu buttons – like “Delete account” – could run off the edge and become unreachable. Fixed: the buttons now wrap cleanly and stay reachable. 📱
v0.14.9
Clearer economy readouts
- Tap a commercial or industrial building and you now see how many of its jobs are staffed (e.g. 15/36) – so a labour shortage is obvious at a glance. 👷
- The industry demand bar no longer misleads: while goods are short it keeps pointing up („build industry“), even when workers are scarce too. 📦
v0.14.8
Landmarks with finer detail
- Another polish pass on the landmarks: the Little Mermaid now sits clearly recognizable on her rock, the Leaning Tower of Pisa shows its open arcaded galleries, and the Taj Mahal wears its bulbous onion dome. 🏛️
v0.14.7
Traffic no longer gets stuck
- On single-lane stretches – like bridges – two cars could occasionally block each other and the jam would just freeze in place. Fixed: traffic now keeps flowing reliably. 🚗
v0.14.0
Landmarks look more real
- Every landmark now looks more premium: muted, natural material tones (stone, copper, metal) instead of loud colours, a soft light falloff down the walls and towers (shadier at the bottom, brighter up top) and a gentle ground shadow – so they sit firmly in the terrain instead of looking flat and pasted on. 🏛️
v0.13.2
Prettier landmarks
- Your landmarks now sit on a tidy plaza: warm paving with a fine seam pattern, framed by a green lawn border that blends softly into the landscape – classier and more cohesive than the old cold grey slab. 🏛️
v0.13.0
Clearer first steps
- If you build on land you haven’t bought yet, the game now calmly explains – the first time – how to buy land (pick the cursor tool, tap a 💰 tile) – no more guessing.
- One more warm moment: when your first residents move in, the game lets you know. 👋
v0.12.0
Warm nights & a closer view
- Nights are cozier now: your city stays clearly visible in the dark and is warmly lit – windows and street lamps glow, instead of everything going near-black.
- New cities start zoomed in closer: the view sits right on your building area instead of lots of empty sky. You can still zoom freely, of course.
v0.11.0
A fresher look & landmarks at hand
- The whole interface got tidied up: status cards, bars, menus and dialogs now share the same calm, rounded style – with soft frosted glass and a subtle sense of depth. It all feels of one piece.
- Landmarks (🏛️) moved from the menu straight into the bottom toolbar – tap the column icon to open the gallery wherever you’re building.
v0.8.0
Your account is safer now
- New at sign-up: your personal recovery code (🔑). Keep it safe – it’s the only way to reset a forgotten password.
- “Forgot your password?” right on the sign-in screen: enter name + code, set a new password, keep playing.
- Existing accounts can get their code anytime from the menu under Account.
- Also new in the menu: “Delete account” permanently removes your account and cloud city from the server – your save belongs to you.
- And if you spot something odd: the new feedback link (💌) in the menu goes straight to us.
v0.7.1
Polish after the big playthrough
- The land price sign no longer hides behind the top bar – not even on narrow windows.
- The traffic-jam hint now also tells you the way out: drag over a road a second time to upgrade it to a main road.
- New players no longer see a confusing cloud warning when there is nothing to back up yet.
v0.7.0
Landmarks: build your own world wonders
- New in the menu: the landmarks gallery with ten world-famous monuments – from the Eiffel Tower and Neuschwanstein Castle to the Sydney Opera House.
- Every landmark is a lovingly hand-drawn 3×3 monument with its own night lighting.
- The first one costs 100 million 💰, every additional one costs double – the big late-game goal for overflowing city coffers.
- Landmarks beautify their surroundings in a wide radius and raise the location value there.
- Demolishing refunds nothing – choose your monument’s spot wisely!
v0.6.41
Tildown speaks six languages
- The whole game is now available in German, English, French, Italian, Danish and Spanish.
- On first launch Tildown detects your language automatically – from your browser language and your country.
- Once signed in, you can switch language any time in the menu; it stays saved to your account.
- If a text is ever missing for your language, it falls back to English.
v0.6.29
Buildable-land price sign no longer sticks
- The land price sign near the top of the map no longer slides under the status bar and stays visible and readable.
v0.6.28
Tidier controls
- Open windows (info panels, menu) now close with the Esc key.
- No more duplicate info windows stacking on top of each other.
- Fixed a task that accidentally mixed German and English.
v0.6.27
Prettier dusk
- A visible sun now sits in the sky at dusk.
- The crescent moon no longer shows a seam – the transitions between day and night feel smoother.
v0.6.24
Polish for visuals & controls
- Cozier world look: the tile grid is dark green instead of black.
- Better accessibility: a visible focus ring, labels for icon buttons, status cards operable by keyboard.
- Very large money amounts are shown compactly and rounded correctly (up to trillions).
- A negative balance is now shown in red.
v0.6.23
Improvements from a long play-test
- Clearer demolish tool: 🔨 instead of the confusing tractor icon.
- Large money amounts no longer overflow the map (display up to trillions).
- As a guest, your progress is more robustly secured if the browser clears data.
- The “load city by code” field is hidden when you are signed in – your account syncs automatically anyway.
v0.6.22
Critical save fix
- An empty city can no longer overwrite the progress saved in your cloud – no more lost cities when switching devices.
v0.6.17
New name: Tildown
- The game is now called Tildown (previously “Gridhaven”).
v0.6.16
iPhone: bottom edge no longer blocks input
- Panning and zooming near the bottom of the screen work freely again.
v0.6.3
Gentler on battery & device
- The frame rate is capped at 30 fps – less heat and battery drain.
- Traffic is computed more efficiently and runs more smoothly.
v0.6.2
No more hum
- On headphones and AirPods the constant hum of the ambient sound is gone.
v0.6.1
Phone starts straight into the game
- On phones you jump right into the game; the landing page only shows on desktop.
v0.5.17
New main menu
- A central menu (☰) brings account, sound and cloud save together.
- Each account has its own city; “Reset city” is available to everyone.
v0.5.13
Safer building & demolishing
- Confirmations now happen in the game instead of a browser dialog.
- A safeguard prevents accidentally demolishing buildings.
v0.5.11
Legend for traffic & smog
- An on-screen legend explains the colors of the traffic and smog views.
v0.5.10
Longer day, shorter night
- The city sits in the dark less often – daytime now lasts longer than night.
v0.5.7
Offline earnings
- While you are away, on return you are credited what your city earned in the meantime – also after signing in.
v0.5.1
Clearer supply display
- A three-step indicator (covered · almost covered · shortage) shows at a glance where services and goods are lacking.
v0.5.0
Main roads against jams
- Drag over existing roads a second time to upgrade them to main roads with 2.5× capacity.
- Straight roads can now also be drawn on touchscreens.
v0.4.4
Challenges up to a century city
- A new tier of tasks guides you with goals up to 100,000 residents.
v0.4.3
New smog view
- Toggle air pollution as a heatmap and plan parks and distance from industry deliberately.
v0.4.2
Connection matters
- Zones only develop with their own road connection – no more dead buildings inside blocks.
v0.4.0
Split networks made visible
- When workers and jobs sit in separate road networks, that is named and shown.
- A coach helps you out of the welfare trap.
v0.3.2
Water & life
- Waters gain depth and shores; boats, bridge lamps, cloud shadows and birds bring the map to life.
v0.3.0
The city grows taller
- Milestones raise your buildings’ level cap (20 → 30 → 40) – city towers and skyscrapers become possible.
v0.2.0
More detail & lively cars
- A big graphics pass adds more building detail.
- Cars gain volume and a proper isometric perspective.