Starting engine…
The complete game · v1.0.0
Click a start cell, then click — or drag to — the end cell. Segments chain: the end becomes the next start. Esc / right-click ends the chain.
Crossing water builds a bridge at 3× cost. Highway drawn over a local road upgrades it (you pay the difference). Roads replace zoning under them.
Drag a rectangle to paint (free). Buildings grow by themselves on zoned plots that touch a road — but only while that zone's demand is above +15 (watch the RCI bars in the Dashboard) and the city is solvent. No road = no growth. Since Phase 4, growth also needs spare power + water capacity — build utilities first (⚡ Utilities tool).
Pick a building, then click a plot. The plot must be dry, gentle, empty and touch a road. The ghost is green when the plot is valid, red when not.
Pick a plant, then click a dry, empty plot that touches a road. 💧 Pumping Stations must be within 3 plots of water; 🚿 Sewage Outlets must sit directly next to water. Every building consumes power, water, sewage and garbage capacity — a building with no power or no water closes down (residents leave, jobs close, no tax). Service is allocated every game morning, oldest buildings first.
Starter setup (~$13,000): 1 Wind Turbine + 1 Water Tower + 1 Sewage Outlet + 1 Landfill covers a small first neighbourhood.
Colour-codes every building by the selected system: green = served, red = unserved (latest daily allocation).
Pick a stop or depot, then click a dry, empty plot that touches a road. A bus line runs when the city has at least 1 Bus Depot and 2 Bus Stops: buses loop the stops in the order you placed them, residents within 3 plots of a stop ride (35% adoption), fares are $1 per rider per day, and good coverage takes cars off the road.
No bus line yet — place a depot and at least two stops.
Colours road cells by the latest congestion snapshot: green = free, yellow = busy, red = jammed. Uncoloured cells carry no vehicle routes.
Pick a facility, then click a dry, empty plot that touches a road. Facilities serve the homes within their radius, up to their capacity — coverage is allocated every game morning, oldest homes first, nearest facility first. A facility with no power or no water is closed: no jobs, no coverage. Staff are public jobs: citizens work there, but the jobs pay no tax — the city pays the upkeep instead.
No services yet — homes have no police, fire, health, school or park coverage.
Colour-codes homes by the selected service: green = covered, red = not covered (latest daily allocation).
Pick a park, then click any dry, empty plot — no road needed: a park is landscaping (green plot, paths, benches, its own trees). Homes within the park's radius gain park access, which counts toward happiness. Parks have no jobs and no capacity limit, and never close.
Click or drag across cells. Each cell loses one layer at a time: building first (utility plants, transport and service buildings count as buildings), then road, then zone — so a developed plot needs two clicks to fully clear.
Trees are not removed in Phase 2 (they are one instanced forest mesh — see Help).
Happiness uses only what exists today: jobs, taxes, housing, utility service, traffic congestion, city services (police, fire, health, education, parks — Phase 6), air pollution and noise (Phase 7) and solvency.
*Offices count toward Commercial demand. Zoned plots grow only while their demand is above +15 and the city is solvent.
Taxes are settled once per game day: residents of serviced homes pay per person, workplaces per filled job; roads and utility plants cost maintenance. Above ~12% the tax burden starts hurting happiness. Construction can never overdraw the budget, but daily settlement can push it below zero — that is bankruptcy: growth and move-ins pause until taxes pull the city back.
Build power and water before zoning grows — growth needs spare capacity in both.
Service is allocated every morning, oldest buildings first. A building with no power or no water is inactive: residents drain away, its jobs close and it pays no tax. Sewage and garbage coverage feed the happiness utilities component. Utility plants cost daily maintenance (in Expenses). Phase 7: power supply is weather-effective — on a storm day solar output drops to 25% of rated while wind rises to 160%; when effective and rated supply differ, both are shown above.
No traffic yet — vehicles appear once residents and filled jobs create trips between homes and workplaces.
Cars and trucks drive between serviced homes and workplaces on real road paths; congestion builds where many routes share a cell (local roads carry 4 vehicles, highways 10) and slows traffic. A bus line needs 1 depot + 2 stops; ridership pays $1 fares into Income, stops and depots cost upkeep in Expenses, and coverage takes cars off the road (up to half at full coverage). Congestion feeds happiness: free-flowing +3, fully jammed −8.
No services yet — coverage counts from the first facility.
Coverage is allocated every morning: homes in a facility's radius are served while its capacity lasts (health pools clinics + hospitals; students are 18% of residents for primary school, 8% for university). Facilities need power + water to open. Service jobs are public — they count in employment but pay no tax; upkeep is in Expenses. Coverage feeds the happiness services component (up to +14; a big unserved city loses up to −10) and university coverage of 50%+ adds +6 commercial demand. Services do not gate zoning growth.
No pollution sources yet — coal plants, factories, landfills and busy roads pollute; parks clean the air around them.
Weather changes every morning and is a fixed function of your city seed and the day — the forecast is exact. Solar Arrays follow the sun (storm output is 25% of rated), Wind Turbines follow the wind (storm 160%), and vehicles drive slower in rain (80%) and storms (60%). Temperature is display only. Pollution falls off with distance from each source; it feeds happiness (down to −14 with noise) and homes above 60 pollution empty faster on bad days. Parks subtract pollution within their radius.
Auto watches the real frame rate in 5-second windows: below 28 FPS it steps quality down; above 55 FPS for two windows it steps up (never above High on its own).
Language English (the only language in this version)
Sound This game has no music or sound effects — nothing to adjust, so there are no sound controls.
Antialiasing is enabled at engine start (WebGL2). Graphics changes apply instantly. Settings are saved per profile, on this device only. Each profile keeps 3 save slots + 1 autosave slot holding whole cities — roads, zones, buildings, residents, jobs, economy, utilities, the bus network, city services, the map type and the day's weather. Vehicles are not saved; they respawn and drive again after a load. There is no server and no account: to keep a city elsewhere, export its .amcb.json file from the Profiles panel and store it anywhere you like.
AM City Builder v1.0.0 — the complete game.
The city starts exactly as designed: $100,000 budget, 0 population, empty land. Construction deducts real costs and refuses when funds run out — construction can never make the budget negative (daily tax/maintenance settlement can; see Economy above).
Profiles are stored on this device only — AM City Builder has no server, no accounts and no sign-in. Each profile keeps its own cities and settings, so people sharing one device each get their own game. To keep a city anywhere else (another device, a backup, your own cloud drive), Export its .amcb.json file and Import it later — the file is the whole city.
Autosave: every 5 game days (change in Settings).
This generates fresh terrain (a new random seed), clears every road, zone and building, resets the clock to Day 1, 08:00 and restores the $100,000 starting budget. Your save slots are not touched — the new city replaces the one in play, and unsaved progress in it is lost.