This frame keeps its saves separately from the game's own site, and some browsers block saving inside an embedded frame. For a long run, open it in its own tab.
This one wants a keyboard, a mouse and a wide window, because it is a desktop full of draggable windows. It will load on a phone, but it was not built for one.
Gridburg
You get an empty river valley, a highway stub at its edge and $14,000. Roads go down straight, curved or freehand, zoning goes on the squares beside them, and houses only turn into apartments and towers where there are shops and offices to walk to. Power, water and sewage travel along the roads you built, so the layout decides what grows. Then the cars arrive, one per trip, and the junction you put in the wrong place is the one you watch back up.
- TypeScript
- three.js
- Web Worker
- Vite
- No engine
How it plays
- Draw a road out of the highway, then drag a zone beside it. Buildings grow up to three squares back from a road, and none of them grow until power, water and sewage reach them.
- Put shops and offices where you want the city to get tall. Homes near them grow into apartments and towers; homes out at the edge stay houses.
- Watch the commute time in the top bar rather than the cars. When it climbs, the answer is usually an avenue, a roundabout on the junction everyone crosses, or a bus route that takes the trip off the road.
- Every milestone pays a grant and unlocks the next thing, from bus stops through rail and metro to an airport, up to 6,500 residents.
The details
- Map
- 80 by 80 squares, a new river valley per seed
- Traffic
- One car per trip, up to 600 at once
- Transport
- Buses, elevated rail, underground metro, airport
- Day
- Eight minutes, with lit windows and headlights at night
- Saves
- In the browser, plus a link that carries the whole city
- Checked
- 53 simulation tests, including a flooded roundabout