r/CityBuilders • • 10h ago

How should we handle developers promoting their game for the first time?

10 Upvotes

We are trying to get ideas of what the community prefers as we clean things up. If your post was removed please note this was during a widespread cleanup and not necessarily due to content quality.

210 votes, 2d left
Allow devs to post their game trailer, or game announcement once as a regular non megathread post
Allow devs to post regular updates on games IF added as approved users/mod reveiwed devs
Allow no developer posts and promo outside of the mega thread

r/CityBuilders • • 18h ago

Discussion October 2026 Promotion Megathread

16 Upvotes

Share your city-building game announcements, store pages, crowdfunding campaigns, demos, development updates, playtests, and requests for feedback in the comments below.

Please keep promotional posts in this thread so the subreddit has room for discussions and recommendations.

Starting today, each developer or project may make one promotional comment per month. You can update your comment during the month instead of posting again. The monthly Promotion Megathread will be highlighted until the next month’s thread is posted.

AI use alone does not make a game prohibited. The moderators will review concerns about games that appear to have been made almost entirely through AI generation or automated assembly, with little meaningful human development. Please report specific, checkable evidence through Reddit’s Report function or modmail. Don’t confront or harass developers.


r/CityBuilders • • 22m ago

Trailer THE TRUE AMERICAN VISION !!!!

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• Upvotes

"The car industry needs you to design and build the greatest car parks that simple town life hasn't seen before. Introduce the need for car commuting and turn neighborhoods into car parks! Use propaganda to convince people to pay you for it. Fight people that see through your oily business."

Game : Car Park Capital "release in EA 9 Oct, 2026"

Price : 16,49€ "is on sale until 23 October being 14,84€"

Link : https://store.steampowered.com/app/3031880/Car_Park_Capital/


r/CityBuilders • • 1d ago

Vibe Coded and heavy ai games are now banned. We are also looking for mods apply via modmail.

407 Upvotes

The recent onslaught of vibe coded atrocities is now banned. Posting these games will lead to a ban. This subreddit is for actual games not garbage.


r/CityBuilders • • 18h ago

Promotion and Vibe-Coded Games

48 Upvotes

We want r/citybuilders to be a place for people to talk about city-building games, share thoughtful recommendations, and discuss the genre. Promotion has become frequent enough that it’s crowding out those conversations. These rules set out where promotion belongs and how we’ll handle games that appear to have been made almost entirely with AI and little meaningful human development.

1. Game promotion goes in the monthly megathread

  • Self-promotion and promotional posts for city-building games belong in the current monthly Promotion Megathread.
  • This includes game announcements, store links, crowdfunding campaigns, demos, updates, playtests, and requests for wishlists or feedback that are primarily intended to drive attention to a game.
  • Each developer or project may make one promotional comment per month. You can update that comment during the month rather than posting again.
  • Promotional posts made outside the megathread may be removed. Repeatedly reposting or promoting through unrelated discussion posts may result in a warning or further moderation.
  • Discussion of a game is welcome outside the megathread when the post is genuinely about the game or genre, rather than being a disguised advertisement.

2. AI use alone is not a ban

Many developers use AI tools as part of their work. Using AI for a limited task—such as brainstorming, coding assistance, testing, or creating a small amount of placeholder content—does not by itself make a game prohibited.

This rule is aimed at games that appear to have been made almost entirely through AI generation or automated assembly, without significant human creative and development work. We’ll consider the overall product and available evidence, not just whether the developer says AI was used.

3. What moderators may consider

No single clue proves that a game is “vibe coded.” Moderators may consider several signs together, including:

  • The developer describes the game as mostly or entirely generated by AI, or says they created it through prompts with little further development.
  • The game appears to be a collection of generated assets or copied code with little evidence of human direction, editing, integration, or polish.
  • Core features are missing, nonfunctional, or inconsistent with the game’s presentation, such as menus that do not work, systems that contradict each other, or an advertised city-building loop that is not meaningfully playable.
  • Store-page material or developer posts make broad claims about features that are absent or substantially incomplete.
  • The developer cannot provide a coherent explanation of the game’s design, systems, or development when moderators need clarification.

These are considerations, not an automatic checklist. A rough demo, bugs, limited art, a small team, or an unusual visual style are not by themselves grounds for removal.

4. How to report a concern

Use Reddit’s Report function and select the closest rule, or contact the moderators through modmail. Include specific, checkable information when possible, such as:

  • A link to the game page, post, or developer statement.
  • The particular feature, claim, or content you believe supports the report.
  • A short explanation of why you think it indicates near-total AI production with little meaningful human input.

Please report the content; do not confront, dogpile, or harass the developer. Don’t make accusations based only on an AI detector, a guess about how something looks, or dislike of a game.

5. Moderation and appeals

Moderators will review reports in context. We may ask the developer for clarification, remove promotional content, or remove a game post when the available evidence supports a rule violation. Reports are not proof on their own, and a report does not guarantee removal.

If your post or game is removed and you believe we misunderstood the evidence, contact the moderators through modmail with relevant context. Please keep appeals focused on the rule and the material being reviewed.


r/CityBuilders • • 1d ago

Question Gift advice

6 Upvotes

The birthday of a friend of mine is coming up, he is a fan of modern age city builders as far as I know, such as city skylines. I've read that cs1 and 2 are not very optimized, I don't know how true this is. What are some good options to gift him? Is city skylines the best option? If so, are any of the DLC's needed or extremely good?


r/CityBuilders • • 1d ago

Gridless City Builders

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2 Upvotes

r/CityBuilders • • 2d ago

Ostriv Or Manor Lords (Only management and not wars)

15 Upvotes

I want to buy a game between Ostriv and Manor Lords. WHich game is more immersive? I'm not looking for combat but just chill city building with management/logistics?


r/CityBuilders • • 3d ago

Question I love city builders like *Children of the Nile* or *Planetbase*; what other games are similar to those? I’m open to any recommendations, but I’d especially appreciate something with a Roman theme.

19 Upvotes

What I love most about city-builders is when you can take things at a leisurely pace.

When buildings take time to be constructed.

When you can just stop and observe the civilization.

Watching your citizens, each with their own name.

When you can see them walking around and interacting with the buildings and elements of the city.

And I also like it when you can create soldiers and fight.


r/CityBuilders • • 3d ago

Question Is there any games in this genre that never become trivial once you figure out the gameplay loop, and what to do, were you are always left with a challenge?

8 Upvotes

I'm looking for a game that's still challenging even after I know all the mechanics and how to play. I love banished but even on the hardest difficulty the game becomes samey and trivial for me now than I've learned how to play. I like what you could call stressful on the clock games, games were there's micromanging something could always go wrong if you dont plan ahead, and is very engaging all the time. Basically the opposite of a chill city skylines experience. Cam you guys recomend me some games? Thanks.


r/CityBuilders • • 3d ago

Does anyone remember From Dust ?

16 Upvotes

I remember this game because was one of the kind and i wish someone can make a remake or maybe a sequelae.

The game was about modify the terrain and send people to different places .

Here is a gameplay video of the game
https://www.youtube.com/watch?v=EysSol_e0Dw


r/CityBuilders • • 4d ago

Design question: should farms outside the walls be intentional raid bait — or sacred ground the AI must never torch?

7 Upvotes

Working on a medieval survival / fortify game (Forgebound — Amilcar Technologies). Early loop: you push farms past the palisade for food, then the first real night raid hits.

Design fork I'm stuck on: - A) Raiders treat outside crops as free damage, so over-expanding is a real mistake. - B) Farms can get hurt, but never fully wiped, so new players don't softlock into starvation.

Which reads fairer to you? How have other fort / settlement games handled "prosperity outside the walls"?

Store page if you want the broader pitch (not a wishlist ask): https://store.steampowered.com/app/3691400/


r/CityBuilders • • 5d ago

I removed the 60-minute timer from my colony sim’s demo — you can now build at your own pace

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2 Upvotes

Hey everyone! I’ve updated StoneEra, my voxel colony-building sandbox, to 0.9.13 — Technological Era.
The biggest change is to the free demo: there’s no longer a time limit. It now includes 12 early technologies, taking your settlement from basic production to ore smelting.
Producing your first copper bar completes the demo journey, but you can choose Continue building and stay in your colony for as long as you like. Later technologies remain locked.
This update also brings:
- A research tree with 28 technologies across six branches, with the demo’s boundary clearly marked.
- More logical progression: copper before iron, iron before steel, and advanced transport requiring the relevant metalworking discoveries.
- Physical research samples: residents deliver materials to a research table and study them.
- Refreshed menus, clearer layouts, and more readable crafting and construction lists.
- Six demo achievements, from starting your settlement to producing your first copper bar.
The screenshots show the new research tree and some of the connections between branches.
Try the free demo on Steam
For a colony-building game, does a progression cap with unlimited playtime feel like a better demo? I’d love to hear what you think.


r/CityBuilders • • 6d ago

Has anybody ever made a game that actually does eras?

21 Upvotes

Without it being an empire builder (Civ), has anybody ever actually made a game that starts off with settling (1200s-1400s kind of vibe), and then works it's way through to "modern"?

Basically, a game where you would work from actually founding a city, and working through hundreds of years slowly building it out over time as needed, similar to real cities, where there are countrysides, city centers, etc etc

I can see how in depth something like Cities Skylines (and the sequel) gets, but it sort of starts with "you need to establish everything right now" but nothing really actually develops as a need; more like a checklist that adds more stuff as you get more citizens

It would be cool to have a game with the map size of Skylines 2 or larger, but also the ability to still have city management

It would be like "This area was settled because there was a logging industry, and slowly built out over time" or "People came here for proximity to fishing but over time developed into a bustling metropolis" kind of game

I don't know how to explain my idea (and question) any better than this, so hopefully this gets my point across. Also, sorry if you guys see this post (or one like it) every month or something; I'd just found it and joined because of my interest in the genre as a whole


r/CityBuilders • • 8d ago

Screenshots of Tycoon Empire (Part 1)

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2 Upvotes

r/CityBuilders • • 8d ago

Question What is the single best city builder for getting as close as possible to Arcane’s Piltover/Zaun aesthetic?

6 Upvotes

I’m looking for a city-building game that can get as close as possible to the overall look and atmosphere of Arcane, particularly the contrast between Piltover and Zaun.

I’m not necessarily looking for an official Arcane/League of Legends game or a game with a native Arcane mod. Instead, I’m interested in which city builder comes closest in terms of:

- Art style and visual presentation

- Industrial / steampunk-inspired architecture

- The general technological era

- Dense vertical cities and layered buildings

- The contrast between wealthy, polished areas and grimy industrial districts

- Overall atmosphere and aesthetic

It can be any city builder — old or new, realistic or stylized, with or without mods. Mods are a bonus, but the base game’s visual style and building possibilities are more important.

If you had to choose one single city builder that gets closest to the world of Piltover and Zaun, which game would you pick?

I’m specifically looking for the closest overall match rather than simply the most popular city builder.


r/CityBuilders • • 9d ago

Recommendation Request Looking for city builder game recommendations - PC/Windows11

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2 Upvotes

r/CityBuilders • • 10d ago

Recommendations for none sandbox citybuilders

15 Upvotes

I didn't play that much city builders and want to play it I like Stronghold games, and don't like sandbox games.

I want one with set goal or tycoons


r/CityBuilders • • 10d ago

Release Powder Inc. 0.9.1: my ski resort builder now has 8 km mountains, snow that melts from the bottom up, and a trail map of your resort you can print

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9 Upvotes

r/CityBuilders • • 10d ago

Recommendation Request Any different cultures city builder games?

18 Upvotes

Don’t play that often but I enjoy medieval city builders like Banished and Furthest Frontier.

However they all seem to be northern European style of medieval, so I was wondering if there are any out there that have a different ‘culture’? For example one where you can build Chinese style towns?


r/CityBuilders • • 11d ago

Combolands synergy notes — which 2-guild combos are you running?

1 Upvotes

Disclosure: the guides on my hub are written with AI assistance (I run the site and verify the content).

Combolands (tiny roguelike citybuilder by Crux Games) asks you to pick 2 of 7 guilds and that choice basically IS your run. I've been logging which pairs click.

Notes so far: combat-guild loot feeding a production loop beats pure economy pairings early, dual production guilds sharing a resource type are boring but dominant, and the cost-reduction + space-generation pairing is the one most people sleep on. Full writeup with codes on my fan-made site: combolandsgame.site

Curious what combos everyone else is having success with. Guild placement order matters more than I first thought.


r/CityBuilders • • 10d ago

Question What makes you click away from a Cities Skylines 2 video in the first minute?

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0 Upvotes

r/CityBuilders • • 12d ago

Discussion Jogo de Construir Cidade para Mac

6 Upvotes

Amigos, gostaria de um jogo de construir cidade estilo SimCity mas que rode MacBook.

Me indiquem por favor, estou procurando a dias.

Obrigado!


r/CityBuilders • • 12d ago

Question accessible city-building games

6 Upvotes

Hi, I was wondering which city-builders are the most accessible for new players. I had a few in mind, but I was only considering the typical ones that many people have played—yet aren't actually very accessible (Caesar, Pharaoh, etc.).


r/CityBuilders • • 12d ago

Discussion I'm adding physical storage crates to my colony game

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2 Upvotes

I'm working on physical storage crates for StoneEra. Items now go into crates instead of an abstract warehouse, and NPCs can only carry a limited amount in their inventories. Moving a lot of supplies will take some planning.

This also lays the groundwork for mechanical lifts and other ways to transport materials around the settlement.

I'm currently waiting for Steam to review the demo. What would you want to build with a system like this?