Streets & alleys connect land to the highway β buildings need one adjacent. Roads climb gentle slopes, but not cliffs.
Houses fill with residents when their spot is desirable β press D to see the heat-map.
Occupied houses pay rent scaled by desirability. Businesses earn from residents within walking range.
Desirability comes from amenities along walkable paths, nice frontage, height, ocean views β and nature views: creek gorges and rock outcrops can never be built on, so lots facing them are prized. It drops near the highway and next to noisy shops. Tall buildings can block the view of homes behind them!
The land fights back: gorges stop cars cold (walkers cross on footbridges; cars detour to the highway bridge until Resort-tier road bridges), cliffs need stairs or trails, and building in the forest pays a felling fee. Scenic overlooks and waterfall viewpoints turn the wild land into an asset.
Growing the town hits milestones: cash grants + new buildings to place. Unlock stairs to climb down the bluff and open up the beach.
Bigger tiers need bigger government: build a π Town Office and upgrade it (click it) to claim higher milestones and enact policies β landscaping, security, tourism, vacation-rental licenses. Land on nice blocks costs more to build on (and sells for more).
Watch out: every path tile costs daily upkeep, and unhappy residents move out.
Your town autosaves in this browser β βΊ starts over. π/M toggles sound.
Right-click any tile (tool or no tool) to see exactly why it's worth what it's worth β and how much the town uses it.
Right-click any tile to inspect it Β· placing a building puts the tool away (hold Shift to keep placing) Β· D desirability overlay
Drag path tools to route a line (Esc cancels) Β· Ctrl+Z undo Β· Scroll pan Β· Ctrl+scroll zoom Β· Esc deselect Β· π pans to your Town Hall