Procedural City Simulator
Build sprawling metropolises with realistic traffic, dynamic economies, and stunning day/night cycles. Powered by Rust & Bevy for buttery-smooth performance with 100,000+ rendered entities.
Everything you need to build the city of your dreams
Cities generated using tensor field algorithms create organic road networks and realistic urban layouts. Every city is unique.
Full creative control with zone painting, road drawing, and building placement. Shape your city exactly how you envision it.
Nagel-Schreckenberg cellular automata model with intersection logic, accidents, and congestion visualization.
RCI demand, land values, employment, and population dynamics create a living, breathing economy.
Dynamic sun lighting with seasonal variations and weather effects. Watch golden hour wash over your skyline as windows light up one by one into the night.
Iconic structures including stadiums, train stations, clock towers, and distinctive skyscrapers.
Clear skies, fog, rain, and storms cycle dynamically. Wet surfaces glisten under street lamps.
Heavy industrial with smokestacks and storage tanks vs. city industrial with loading docks and glass facades. Each density tells a different story.
Hardware instancing and clustered shading deliver stunning visuals with exceptional performance.
Screenshots from the city
Technical excellence under the hood
Built on the Bevy ECS game engine with Rust's performance and safety guarantees. No garbage collection pauses, ever.
112-byte instance data enables rendering 100,000+ unique buildings with minimal draw calls.
16x9x24 cluster grid manages 5,000+ dynamic point lights efficiently for vibrant nighttime scenes.
Road networks generated using Chen et al.'s tensor field method for natural-looking street grids.
Why Rust and Bevy instead of Unity or Unreal?
All game logic lives in systems that query entities with specific components. This data-oriented design enables cache-friendly iteration over 100,000+ buildings without virtual dispatch or scattered heap allocations.
Rendering offloads work to the GPU: compute shader culling rejects ~70% of geometry before draw, clustered shading manages thousands of lights, and indirect draw minimizes CPU-GPU sync. The simulation runs at a fixed 20 Hz tick rate, decoupled from rendering for deterministic updates.
Megastructures emerge as your city grows
The ultimate goal: massive procedural megastructures that emerge organically when demand and city scale reach critical thresholds. True endgame content for sprawling metropolises.
Population-based thresholds
| 250K pop | 6×6 zones | 250m+ |
| 500K pop | 7×7 zones | 300m+ |
| 750K pop | 8×8 zones | 350m+ |
| 1M pop | 9×9 zones | 400m+ |
Job-based thresholds
| 50K jobs | 10×10 zones |
| 100K jobs | 12×12 zones |
| 150K+ jobs | 14×14 zones |
Track our progress toward v1.0
Procedural generation, sandbox mode, basic simulation, save/load system.
[x] CompleteSeasonal variations, weather system, landmarks, traffic simulation, color grading.
[x] CompleteZoom to cursor, land value heatmap, tool hotkeys, industrial zone differentiation, density-aware building visuals.
70% CompleteAmbient soundscape, UI sounds, notifications, simulation balance pass.
PlannedFull feature set, tutorials, documentation, final polish.
FutureEarly access coming soon - sign up to be notified
Windows 10/11 (64-bit)
Ubuntu 20.04+ / SteamOS
macOS 12+ (Apple Silicon)
================================================================================ _ _ ____ ____ _ _ _ ____ ____ ____ ___ ___ | | | | _ \| __ ) / \ | \ | | / ___|| _ \| _ \ / \ \ / / | | | | | |_) | _ \ / _ \ | \| | \___ \| |_) | |_) | / _ \ \ /\ / /| | | |_| | _ <| |_) / ___ \| |\ | ___) | __/| _ < / ___ \ V V / | |___ \___/|_| \_\____/_/ \_\_| \_| |____/|_| |_| \_\/_/ \_\_/\_/ |_____| ================================================================================ > CHANGELOG - All notable changes to Urban Sprawl -------------------------------------------------------------------------------- [v0.7.0] - January 2026 (IN PROGRESS) -------------------------------------------------------------------------------- >> Industrial Zone Differentiation [+] Heavy vs City Industrial - Distinct visual identity by density - Heavy (Low): smokestacks with smoke, storage tanks, pipes - City (Med/High): loading docks, modern equipment, glass facades [+] Density-Aware Facades - Heavy gets raw metal/concrete, City gets glass and painted modern finishes [+] Industrial Details Plugin - Smokestacks, tanks, docks, pipes [+] Shape Variety - City industrial gets Stepped, TowerOnBase, Composite shapes at higher densities >> UI/UX Improvements [+] Zoom to Cursor - Mouse wheel zoom centers on cursor position [+] Land Value Heatmap - Toggle with L key - Red (low) -> Yellow (medium) -> Green (high) gradient - Grid-based sampling with inverse distance weighting [+] Tool Hotkey Indicators - Shortcuts shown on toolbar buttons - Zone tools (R/C/I), road types (1-4), actions (X/V) [+] Service Coverage Overlay - Better visibility - Bright edge ring around coverage circles - Doubled service radii for better gameplay [+] Building Info Panel - Height, floors, occupancy display -------------------------------------------------------------------------------- [v0.6.0] - January 2026 [COMPLETE] -------------------------------------------------------------------------------- >> Environment & Atmosphere [+] Seasonal Variations - Spring, Summer, Fall, Winter - Dynamic foliage colors and weather probabilities - Keyboard: 5-8 for direct season, N to cycle [+] Zone Color Identities - Distinct R/C/I palettes - Residential: warm tones (terracotta, cream) - Commercial: cool tones (corporate blue, steel) - Industrial: muted tones (aged brick, rust) [+] Color Grading System - 6 LUT presets (G to cycle) >> Buildings & Architecture [+] Complete Landmark Set - Clock towers, churches, stadium, train stations - 4 iconic skyscraper styles (spire, pyramid, dome, crown) [+] Building Details - Interior mapping for windows (3D room illusion) - Balconies, storefronts, awnings, neon signs - Rooftop details (AC units, water towers, antennas) [+] NYC Firehouse & Art Deco Hospital models >> Traffic & Vehicles [+] Complete Traffic Simulation - Nagel-Schreckenberg cellular automata model - Intersection priority, accidents, congestion (T key) [+] 7 Vehicle Shapes - Sedan, SUV, Truck, Van, Bus, etc. - Headlights, taillights, parking behavior >> Simulation [+] Economic System - Zone demand, land values, employment [+] Population System - Daily schedules, needs, happiness [+] Building Lifecycle - Construction, aging, demolition >> Rendering [+] PBR+ Materials - Roughness, metallic, parallax mapping [+] Post-Processing - Tilt-shift, grain, SSAO, bloom [+] Celestial Bodies - Moon and stars for night sky -------------------------------------------------------------------------------- [v0.5.0] - December 2025 [COMPLETE] -------------------------------------------------------------------------------- >> Core Features [+] Procedural city generation with tensor fields [+] Sandbox mode with zone painting [+] Day/night cycle with weather system [+] Save/load system [+] GPU-driven rendering with instancing [+] Clustered shading for 5,000+ lights [+] Rain and wet surface effects ================================================================================ > EOF - Press [X] or ESC to close ================================================================================