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chizupuff · 8 days
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lakeside restaurant and hotel
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kesbeacon · 11 months
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New generator! Get your weird cities here, 100% artisanally crafted weirdness.
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THEME: Map-Making Games
This week's games are centred around map-making or city-building games.
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The Quiet Year by Avery Alder.
The Quiet Year is a map game. You define the struggles of a community living after the collapse of civilization, and attempt to build something good within their quiet year. Every decision and every action is set against a backdrop of dwindling time and rising concern.
This game uses a deck of cards and a map that the group will communally elaborate upon, picking up characters and elements of the setting to answer questions as the game goes on. You will play through four seasons, and at some point in Winter, the game will suddenly end.
If you like this idea, but would like to play from the perspective of monsters putting their lives back together before the Humans come back, you should try The Deep Forest, by Avery Alder and Mark Diaz Truman.
The Shrike, by sadpress.
It is early evening aboard the airship The Shrike. Far below us, rich pine forests roll past. It is fine flying weather, and the skies around us, for now, are empty. Soon pale miniature cliffs slip away beneath, and now we are over the vast dark sea. The sun's glow on the horizon fades. One by one the stars come out, but they fail to illuminate the waves below. We are hurtling in the quiet darkness. We put on our lanterns. Our voyage has begun.
The Shrike is a game about fantastical voyages aboard a skyship. It's inspired by Avery Alder's The Quiet Year, John Harper's Lady Blackbird, Italo Calvino, Ursula K. Le Guin, and utopian and dystopian fiction. It features four complete adventures (two multiplayer, two for solo play). 
Adventures for The Shrike provide a level of detail between traditional game-books and oracle-based games such as The Quiet Year. You'll encounter people, places, and other prompts, but you'll also have the flexibility to build your own world and tell your own stories. 
If you are interested in this game, you might also be interested in The Shrike Voyage Generator (which is still in alpha!
Cul-de-sac, by Clint Smith.
Cul-de-sac is a neighbourhood-building RPG exploring the connections, or lack thereof, between people living in close proximity. Players collaboratively create the occupants of a neighbourhood, what their lives are like, and what secrets they hold. 
This game uses Tarot cards, with the Minor Arcana representing the everyday occurrences of the neighbourhood, while the Major Arcana represents significant events. The Neighbourhood centres on the families of the neighbourhood, and you will spend 12 turns exploring the personalities of the Cul-de-sac. Each turn has two phases: the Day Phase and the Night Phase. The Day Phase tells us about new events; the Night Phase tells us about the cult-de-sac’s personalities. 
This game is a very interpretive game; it’s also simple and pay-what-you-want. It’s inspired by games such as the Quiet Year, and I’m sorry did you say street magic, which, as you might have guessed, have had a big impact on map-making games in the indie scene.
The Station, by pidj
The Station is a GMless worldbuilding game where players take turn answering prompts about a train, a station and the people. The Station explores how places shape people and people shape places in the vein of i'm sorry did you say street magic by Caro Asercion and The Quiet Year, by Avery Alder.
The Station uses no dice. It uses playing cards, paper (such as index cards) and points.  The game is A6, fully illustrated and laid-out, and is 16 pages long. Play time is adjusted by setting the number of Train Progress cards required to begin resolution or by changing the size of the deck. Draw cards and answer questions to build a world. The prompts are genre-agnostic and you will have plenty of opportunities to ask your own questions of the table. When your time is up, collaborate to bring the game to a close in a bitter-sweet resolution. Spend points to resolve the stories of some of the characters you have collaborated on and bring your time together to a close.
If you like the quiet everyday magic of Studio Ghibli movies, this might be the game for you. The artwork carries a mix of whims and mundanity, and the game is set up so that everyone has some level of creative control.
What the Water Gave Us by JordannaGeorge
What the Water Gave Us is collaborative storytelling game about strange things that come out of the water, and how the community deals with it.
This game also uses a deck of cards, and players will take turns drawing cards and answering questions about what exactly is coming out of the water - and whether or not it turns out to be a blessing or a curse. The game plays out over the course of a four seasons, with the option to continue playing after the first year if you feel like you haven't fully fleshed out the narrative yet. It's simple to set up, with an easy oracle to get you started. If you're looking to tell a story specifically about seaside or lakeside towns, or if you like stories about the mysterious and unknown, this might be the game for you.
Questlandia (Second Edition) by turtlebun.
In Questlandia, you and your friends will invent a world from scratch. It might be fantastic or bizarre, from a remembered past or imagined future. You’ll paint a picture of your society and its people, their laws and customs, how they live and how they dream.
But your society is failing.
As you play, your characters will attempt to find beauty and purpose amidst the chaos of a changing world.
Questlandia is a tabletop roleplaying game that creates fantastical worlds in states of change. It may be medieval fantasy in a ghost-haunted kingdom, neo-noir in a roboticized undercity, or microscopic slipstream suburbia in a puddle.
The concept of Questlandia is beautiful and enchanting, and it lends itself to new and exciting worlds in which you can play using the same system, or re-visit with a game of your choice. The second edition uses a deck of cards as well as d6s: cards to build the world, d6's to explore the conflict that is befalling your beloved world.
The first edition of Questlandia is $2 cheaper, and can be found here.
An Altogether Different River by ehronlime.
 It has been some time since you’ve left home, but now it’s finally time to return. To what, though?
The home you held in your mind, and the home you will encounter will not be the same. You are not the same.You can’t step into the same river twice. You can’t go home again.
This is a GM-less roleplaying game meant for 2 to 4 players and a single session of about 3-4 hours. It is inspired in parts by Downfall, by Caroline Hobbs and Microscope, by Ben Robbins. It is about a Town, the people who have left it and returned, and the people who stayed behind.
This is a game that is just as much about a town as it is about the people who live in it. It explores themes of change and growth, and the feeling you get when you go back to a town that isn't really home anymore. At the end of the game, you'll likely have questions unanswered, so if you like finishing games with a bit of bittersweetness, you might want to try this one out.
An archipelago-based fishing town, separated by its various islands, gathers annually to celebrate the turn of the harvest.
A collective of magical artists embarks on an ambitious project: a guerrilla public transit system powered by enchanted street art.
In a sprawling metropolis decades from now, breakthroughs in biotechnology offer citizens superpowers far beyond mortal ability.
This city that we call home has a magic all its own. It is wonder, and joy, and spirit — and with that spirit, we breathe life into our city together.
i'm sorry did you say street magic is a GMless city-building story game for two to six players, that runs three or more hours.  Discover and imagine a city filled with life and vivid detail, packed with a myriad of neighborhoods, landmarks, and residents. Discover their true names, and the ways that they intersect—then set events in motion that will change or alter their relationships.
This is an enchanting game, with the breadth you need for any city, whether it be fantastical, futuristic, or modern-day. You can mix and match with different themes, and each player has a chance to imbue the city with their own personal touch. At the end of every round, one player instigates an event that will certainly stir up excitement, but wil usually won't be resolved by the time the game is over. If you're looking at establishing a setting for a game with distinct city sectors and characters that act as emblems for a larger neighbourhood, if you want a game that hands a series of story hooks over to the GM by the time you've finished, this is absolutely the game for you.
The author has also written a supplement that you can use to generate true names if you want some inspiration. It is called there are names more powerful here than our own.
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massgalaxy · 2 years
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LakeSide is coming out tomorrow on Steam Early Access! It’s a cozy city builder in side-scroll perspective! https://store.steampowered.com/app/1552220/LakeSide/
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deramin2 · 6 months
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So I'm playing Timberborn Experimental Update 5 that adds bad water. (City Builder as intelligent beavers after the hooman's caused catastrophic environmental damage and then wiped themselves out.)
Objectively I think it's an important mechanic because it creates new map challenges and a mix of disasters with competing ways to protect from them.
My biggest complaint is there is no tutorial to walk you through how to prepare for a Badtide and you have to figure it out on your own. I got absolutely walloped by my first one with no protection in place, lost all my crops and trees and by the time I pulled out of the ensuing famine had 11 beavers left to rebuild with. So uh, it's a very effective disaster. I had one water source and managed to dam some of it, and then the Badtide flowed in and contaminated all of.
There's a few things I should have done:
Drained the reservoir of clean water so I could capture the Badwater until the Badtide is over. Let the clean water flush the rest (when it comes) so it gets diluted and quickly flows through three rest of the system. It's now critical to get the floodgates and not just use dams. Badwater can get trapped behind dams and you have to remove them to flush the system.
Research Badwater pumps and fluid dumps to remove the accumulating Badwater, store it in tanks, and use a fluidpump to dump it into a safe channel. This will probably be an all hands on deck thing during a disaster.
Honestly it was pretty demoralizing having my existing skills and methods used against me by this new disaster. But I think that's ultimately going to be good because it turns sure bets into something you really have to manage. If we're talking about an environmental disaster management game, this makes a lot of sense and adds another dimension of realism. It does make the game a lot harder, but once I learn I think I'll be able to manage it okay.
Since the days of Sims City, city builders have got a lot more thoughtful about disasters, how to make them a challenge, and how to help you be resilient about them but not just be basic rebuilds.
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themossbed · 4 months
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Against the Storm
I've been really enjoying my time with Against the Storm. It's a rouge like city builder / strategy game set in a deep fantasy universe where dangerous rainfall is a constant threat. The game uses the term 'Rainpunk', which, is a word I think the devs made up.
If you like creative city builders, I'd check this one out.
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ironmyrmidon · 9 months
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It's frustrating when city building games are like, "You can build police departments to drive down your crime rate", because like that's not how cops work. Cops respond to crimes (or at least in theory), but that doesn't reduce the crime rate.
On the other hand, I don't know what else you would have the cops do in a city builder, and it's weird to have a city building game without the emergency services trifecta.
I guess you could have a "crime impact" score system, where each crime has a crime impact score that determines how much that negatively impacts the surrounding area. Having cops respond to crimes could reduce the crime impact score, and the faster they respond the more they reduce the crime impact score. People will feel a lot more safe if cops show up within 5 minutes than if the cops don't show up at all.
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whateverthewiz · 3 months
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Synergy, Upcoming Strategy Game With Moebius Style Graphics
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Synergy is described as a survival city building game. It's not out yet so I don't know much about how it will play, but it sounds like your people are on a strange alien planet, and you have to explore your surroundings to help your people survive, and build up your settlement.
I love the idea of exploring a beautiful alien land, drawn in the style of Moebius, and researching all the strange things you find.
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hazzieandnord · 20 days
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Herding cats in today's video! lol
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quillfulwriter · 22 days
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Hephep and Loona are delightful 💕
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linuxgamenews · 29 days
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Embark on a Journey with World Turtles Full Release on Linux & Steam
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World Turtles 1.0 of city builder colony sim game is coming on Linux, Steam Deck, Mac, and Windows PC. The impressive creation is a testament to the skill and creativity of the developer team at Re: cOg Mission. Available on Steam, GOG, and Humble Store. Let's dive into World Turtles 1.0", launching on Linux and Steam Deck, April 15th, 2024. This isn't just any title hitting the shelves; it's a captivating experience brought to us by Re: cOg Mission and Freedom Games. Imagine a universe where massive turtles, not just any ordinary turtles but ones carrying entire civilizations on their backs, traverse through space. That's the core of this experience. It’s about a clan called the Meeps, peaceful beings who have a crucial task: saving the life of their World Turtle. This isn't just an animal; it’s also a colossal space reptile with worlds on its shell, a guardian, and a carrier all in one. Now, as players, we're thrust into this scenario where survival hinges on cooperation. Since the Meeps, and by extension us, need to work together to ensure the well-being of this giant turtle that's our home and protector. The 1.0 release offers a journey through space, filled with dangers and maybe even encounters with other World Turtles.
World Turtles | 1.0 Release Date Announcement
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Here's where the fun begins: manual control and customization of the Reeves. You’re in charge, due to make decisions that shape the course of your journey. It’s about exploring, negotiating, and forming alliances. It's a space adventure, but with a twist. You’re not just roaming space aimlessly; you're in Space Pods! These also allow you to explore the vastness of space and maybe discover other World Turtles in 1.0. This is more than just an adventure; it’s a message about unity and resilience. It’s a journey where cooperation isn't just a strategy; it's a necessity for survival. The Meeps need to build a sustainable society, one that also respects the cosmos and the giant creature that carries them. In the 1.0 version, nurturing the World Turtles is as important as your survival. It’s an ecosystem where every action has a consequence, and every decision could tip the balance. So, what are you waiting for? April 15th isn't far away. Get ready to embark on a mission that’s not about conquest, but about collaboration, innovation, and forging a new way of life. In this city builder colony sim game holds the fate of worlds is in our hands. So it’s up to us to answer the Turtle's call to greatness. Let's embark on this epic journey together! Priced at a neat $19.99 USD / £16.75 / 19,99€, it's a venture into a universe where collaboration triumphs over conflict. Along with support for Linux, Steam Deck, Mac, and Windows PC. Available on Steam, GOG, and Humble Store.
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greentrapped · 1 month
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Hey why can't we have more city builder games like frostpunk? A game that's not the same "simulator" Over and over again where you just play Cities Skylines.
I want a game that makes me build a city not just because it's cool, but so I can make people *survive* here. Give me moral choices, make me work for the resources and god damn let me try to make sure nobody's starves.
Are there any other games like it? Did I not look into the correct places? Please let me know Tv T
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Do you know any games about building houes or settlements? I had an idea about a minecraft one shot but haven't found anything that fits.
Hello! I have a few that might fit the bill. Here are a number of great town (and world)-building games for you to check out!
Theme: Town-builders.
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Grasping Nettles, by adamebell
A small town lies stranded on the wrong half of a planet split in two. An isolated city of flame stands in defiance of a frozen wasteland. The moon colony established by the Apollo 11 mission finds life-lengthening compounds on its surface. A city explodes out of the Prismatic Sea at the convergence point of dozens of leylines.
Grasping Nettles is a worldbuilding game for 1-6 players about a community and its story over the course of generations. You take turns dictating various things about a world of your creation. On your turn, you move one of three faction pieces around a central game board called the Wheel and perform the action you land on. Actions include defining factions, describing locations, discovering issues, creating characters, starting projects, catching glimpses of other communities, and framing scenes.
The art for this game is intriguing and draws you in; and the open-endedness means that you have the liberty to be as creative as you desire! It’s designed to help you build a world where you can then proceed to play in, regardless of which system you choose afterward. The game comes with seeds of worlds in case you have trouble getting started. There is also a design guide, as well as a space supplement called Stellar Nettles that you can check out, created by emmv.
Ex Novo by Sharkbomb Studios.
Ex Novo is a playable city-generator that helps you construct, and populate fictional villages, towns, and cities. This physical game can be played solo or with up to 3 friends. Playtime ranges from 1 to 3 hours.  Meet with your friends, and collaboratively draw the map of your city as you explore the history of its founding, and the forces, factions, and events that shape its development. 
The three of you are playing as guardian spirits of a freshly founded settlement. You use d6s and some sets of tokens throughout three phases that set the scene, play out your city's history, and then culminates in a wrapping-up scenario that ties up loose ends. Things will be added to this city as you play, but they might also be taken away! When you're done, you have a city to play with (or just look back and revel in)!
Sharkbomb Studios has also created a dungeon creator in the same spirit as this game, called Ex Umbra.
Before the Beginning, by Rafael Carneiro Vasques
"You and your family are survivors. You survived the old world, you survived each other. Now I'm asking you to survive once again. We need to rebuild the world or we will be part of it's ruins. Yes, cities, communities, pretzels, laughs. We need a city to be citizens. We need houses to belong."
Before the Beginning is a game of scavengers and their families struggling to build a city in a post-apocalyptic world. You will face moral challenges and dangers of all sorts: witches, doomsday religious cults, cyborgs, mutants... everything to build a home, to belong somewhere. Once the city is built, you can finally rest. Until there, there's no room for cowards.
This is a game of exploration and survival - it comes with one page for the players, and one page for the narrator. Building a shelter is if premium importance in this game because you need it to survive - however you’ll have obstacles, such as enemies, injuries, and environmental hurdles to deal with. The layout itself is rather minimalist, reflective of the stark nature of this game.
If you want a game that is incredibly focused in genre and goal, without a lot of rules or lore to figure out before you play, I’d recommend Before the Beginning.
Homes found in Unusual Places, by somewhere with stories.
A collaborative storytelling game about building homes and creating the characters who might live there.
You are playing a game in which each story told adds a layer to a home. The game comes with a list of options to choose from, but it also encourages your own creativity! As the home gets bigger, the stories that surround it (and the people who live in it) grows and grows. You’re going to need a pack of playing cards in order to play this game, rather than dice of any kind. If you want to stretch your creativity in a game that has suggestions, but no dedication to a specific list of prompts, this might be worth checking out!
Beak, Feather & Bone by Possible World Games. 
Beak, Feather, & Bone is a collaborative worldbuilding tool as well as a competitive map-labeling RPG. Starting with an unlabeled city map, players are assigned community roles before taking turns claiming and describing locations. Players draw from a standard 52-card deck to determine a building's purpose and then describe its beak (reputation), feather (appearance), and bone (interior). As buildings are claimed, a narrative for the town and its inhabitants emerges, including major NPCs and shifting power-dynamics. 
This is a highly-lauded game that allows your characters to watch a city form in front of them, and give them a setting all their own. If you like the mechanics of this game, and want to flesh out your setting even more, another game that uses a similar system but for character and faction generation is Smoke, Fuel & Fire by eldritch mouse.
Greetings From, by C.R. Legge.
Greetings From ______ is a mapmaking/worldbuilding game for 1-6 players. Players take turns moving around the map and creating what they find there. Work together to build a unique world that can be used for other role-playing systems, creating stories, or whatever else you might want to use it for (because sometimes you just want to make a cool map).
This is a game that depends on dice rolls to tell you what kind of feature you’ll be adding to a map. There’s a few rules that you can choose to include on your map-making game, but the basic rules just require a couple of d6s and the breadth of your imagination. The author has a single-page version and a brochure version - which provides you with a grid to use for your map and is honestly, really smart in it’s layout in terms of use of space.
i'm sorry did you say street magic? by Caro Asercion.
An archipelago-based fishing town, separated by its various islands, gathers annually to celebrate the turn of the harvest.
A collective of magical artists embarks on an ambitious project: a guerrilla public transit system powered by enchanted street art.
In a sprawling metropolis decades from now, breakthroughs in biotechnology offer citizens superpowers far beyond mortal ability.
This city that we call home has a magic all its own. It is wonder, and joy, and spirit — and with that spirit, we breathe life into our city together.
i'm sorry did you say street magic is a GMless city-building story game for two to six players, that runs three or more hours.  Discover and imagine a city filled with life and vivid detail, packed with a myriad of neighborhoods, landmarks, and residents. Discover their true names, and the ways that they intersect—then set events in motion that will change or alter their relationships.
This is an enchanting game, with the breadth you need for any city, whether it be fantastical, futuristic, or modern-day. You can mix and match with different themes, and each player has a chance to imbue the city with their own personal touch. At the end of every round, one player instigates an event that will certainly stir up excitement, but wil usually won't be resolved by the time the game is over. If you're looking at establishing a setting for a game with distinct city sectors and characters that act as emblems for a larger neighbourhood, if you want a game that hands a series of story hooks over to the GM by the time you've finished, this is absolutely the game for you.
The author has also written a supplement that you can use to generate true names if you want some inspiration. It is called there are names more powerful here than our own.
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massgalaxy · 1 year
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Our cozy city builder is 20% off Showing the titlescreen art from the last update.  https://store.steampowered.com/app/1552220/LakeSide/
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collateral-daverage · 9 months
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me: *playing ixion* crew: out sector is too noisy and full of smoke we demand that you shut off all factories for 10 days! me: you mean the factories i have running to keep the hull in constant repair so that we dont implode? crew: yes me: ...........
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mangoesandmanga · 1 year
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Nothing funny to say about this one. It's just very sweet. Actraiser is a very heartfelt game, which is probably part of why it's so beloved. In most city-building and God games - especially from this early era - it becomes very easy to view your citizens as numbers or pieces of data. While Actraiser is not entirely divorced from this concept (your total number of citizens influences your fighting ability in the action segments), the Let Us Listen segments and resulting story beats do a lot to make your little planet seem real. Your followers go through familial struggles, invent things, celebrate, mourn and have lapses of faith... it does a lot to make you care for tiny pixels.
…On a related note, I will never understand why they removed the simulation segments from the sequel. Literally took the "raiser" out of "Actraiser"
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