BuildCity Dev Log

How the city works, and why we build it this way

Longer-form writing from the team behind BuildCity. Game systems articles explain the simulation rules that players actually feel: land value, idle income, disasters, tourism, resource chains. Dev log entries explain the reasoning behind balance changes, new maps, and the engineering work that keeps a 3D city running inside a browser tab.

Articles are currently available in English.

What this blog is for

The in-game advisor and the player guides tell you what to do next. This blog explains why the rules are the way they are. Most entries come straight from design documents and change logs that were written while the feature was being built, so the numbers quoted here are the numbers in the game at the time of publication. When a later update changes a rule, the relevant article is revised and the modification date is updated.

Articles are tagged either Game systems (how a mechanic works and how to use it) or Dev log (what changed, what we measured, and what we decided not to do). If you are new to the game, start with How to Play and come back here when you want the deeper explanation.

Game systems

Schools, classrooms, and the school bus: how education coverage actually spreads

Seats, not circles: how a high school decides who it teaches, what classrooms and the bus garage change, why the university has no radius, and why factories stall when schools are full.

· 10 min read
Game systems

How city rank works: the six population milestones and what each one unlocks

Town to Megacity: the exact population thresholds, the buildings each rank opens, how City Hall department slots work, and a route through the ladder for a first city.

· 9 min read
Game systems

How land value works in BuildCity: the numbers behind every neighborhood

Service radius, land value bonuses, density thresholds, and why one school can change the shape of a whole district.

· 9 min read
Game systems

Idle income explained: the 24-hour cap and what happens while you are away

How offline taxes accumulate, why the second day is worth half, and how to plan check-ins around the cap.

· 8 min read
Game systems

Fire, crime, and disease: how coverage radius decides what a disaster costs you

What actually happens when a fire starts, how far a fire station reaches, and why coverage beats response time.

· 9 min read
Dev log

Why we flattened the tax curve: inside the September 2026 economy update

High-density towers were paying far too much. Here is the exact formula we shipped, the trade-offs, and what it means for your budget.

· 10 min read
Dev log

Designing a new map: what it takes to ship White Sands Coast and the Grand Canyon

Logical tile grids, 3D terrain masks, resource placement, and the background-horizon rule we now apply to every map.

· 11 min read
Game systems

Tourism in BuildCity: attractiveness, visitor income, and the Tourism Bureau

How landmarks, casinos, and road access combine into a visitor economy, and the October rebalance that added per-visitor costs.

· 10 min read
Game systems

Sister cities: how cooperative play works between two mayors

Matching, bond levels, shared weekly tourist goals, caretaking a partner's city, and the dormancy rules that keep partnerships honest.

· 9 min read
Dev log

Running a 3D city on a low-end PC: the white-screen fix and the lightweight recovery mode

What broke on 4 GB machines, how the loading screen now waits for a real first frame, and what the recovery mode turns off.

· 9 min read
Dev log

How traffic moves in BuildCity, and why we have not turned on traffic lights yet

Physics ticks versus render frames, the interpolation fix that stopped vehicles teleporting, and the real cost of signals.

· 10 min read
Game systems

Resource chains: coal, ore, and oil from the mine to the export dock

Where deposits come from, what a smelter and refinery actually do, and how trade buildings turn stockpiles into cash.

· 10 min read