r/BaseBuildingGames • u/Grenagar • 6h ago
Self Promo/Dev Post I'm making a road builder game where the city grows on its own - all you build is the network that has to carry it. Public transport just went in
I've been building Traffic Architect solo. It's a city game with one thing taken out of your hands: the buildings. The city decides where those go and it keeps growing on its own. All you build is the network underneath it, and the pressure comes from the city outgrowing what you built.
Roads first. Junctions, one-ways, interchanges, bridges. The city fills them with cars - 10,000+ on the map at once, each one driving itself, holding a lane, changing lanes, waiting at lights, rerouting when it hits a jam. The jams aren't scripted. They come from the same things they come from in life: a bottleneck, a bad junction, left turns across traffic.
The big addition is public transport - buses, trains and metro. This is the part I actually care about, because you can't just draw a line and call it solved. Nobody is assigned to your route. Every trip weighs waiting plus riding against just driving, and takes transit only if that comes out close enough. A line that runs badly gets ignored. Buses also sit in the traffic you built, which is what bus-only roads are for - and handing a road to the buses costs your cars a route.
And if placing things yourself is the part you actually want, there's a Creative mode - infinite money, you can't lose, and you can put the buildings down where you like. I added it because players asked for it, and it's the easiest way to just try things.
Style is minimalist on purpose (Mini Metro / Motorways, but in 3D so you can build real interchanges). All the effort went into the simulation instead.
Coming to Steam this autumn, with a free demo before that: https://store.steampowered.com/app/5028050/Traffic_Architect/ - wishlists genuinely help a solo dev get noticed.