A Cozy Town Builder. Always easy, casual and cozy. Build your land and town one tile at a time. A grass field and a pretty lake, houses near the forest and a ferry to the islands. But underneath, the town's needs and traffic are real. Make it beautiful, then make it work.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Cozy Burg already plays as a complete, relaxing builder — but its heart is a real traffic simulation, and a simulation only gets truly good when thousands of players build towns I'd never think of. Early Access lets me harden the sim against the wild layouts you'll create, tune the cozy/flow balance with real feedback, and choose what to build next with the community rather than guessing. I'd rather grow this in the open with you than ship it once and walk away.”

Approximately how long will this game be in Early Access?

“Around 1 to 6 months. I'm a small team and I'd rather hit the bar than hit a date — if the community wants more time to get a feature right, we'll take it. Updates land regularly throughout, not all at the end. (The public transit layer, for instance, went from planned to shipped during development — that's the cadence I'm aiming for.)”

How is the full version planned to differ from the Early Access version?

“The Early Access loop is whole and satisfying; the 1.0 version is wider and deeper. Planned additions include weather (rain and snow), rail and other new transit types, more landmark rewards and terrain biomes, a broader campaign with new objective types, a fuller set of achievements, more life in the streets, and a balance pass shaped by Early Access play. See the roadmap for the current plan — it will evolve based on your feedback.”

What is the current state of the Early Access version?

“Fully playable and stable, not a demo. Right now you can:

Build a town tile by tile from a hand of three — a terrain, a zone and a road — so there's always a choice and never a menu.
Shape the land: grassland, forest, mountain and water, raised through several levels of elevation.
Zone residential, commercial, industrial, retail, parks and farms — none of which thrive until you connect them by road.
Watch a genuine traffic simulation. Every car is given a real origin and destination, follows the car in front, yields at junctions, queues when the lane ahead is full, and re-routes mid-trip when it finds a better way. Flip on the traffic lens and every road tints green, amber or red by how loaded it is.
Draw bus lines by dragging stop to stop, colour them, assign buses from your pool, and watch riders who'd otherwise be cars climb aboard.
Run ferries that navigate the real shape of the water and carry cars across it.
Earn landmarks — a lighthouse, a ski resort with a working chairlift, a stadium that fills with fans on match day, a castle, an airport — as milestone picks and chest rewards.
Play it two ways: Living Town, where homes only fill if the people in them can reach work and the street is somewhere worth living; and Creative, unlocked end to end from the first click.
Or take the Journey — a guided ladder of hand-built towns, each about a single idea, opening with a five-minute tutorial and a scripted camera fly over each new problem.
Chase quests, open reward chests, claim milestones as your town grows from a camp to a capital, and raise your Cozy / Flow / Bliss score across a long progression curve.
Earn terrain styles across grass, forest, water and mountain, and apply them to a single tile or a whole section.
Enjoy a hand-painted world with farms that grow and get harvested, shoppers, dog-walkers, horses, birds, fish, sailboats.
Save to any of six slots plus an autosave, shown as a shelf of postcards, with resolution, fullscreen, audio and quality settings.
Listen to a soundtrack the game generates live. Nothing sampled, nothing licensed, no loop you'll recognise.

What's not in yet: weather, rail and further transit types, more biomes and landmarks, a fuller achievement set, and final balance tuning — those are the Early Access journey. There will be rough edges; please report them and they'll get fixed fast.”

Will the game be priced differently during and after Early Access?

“Yes — we plan to raise the price modestly at 1.0, as the game grows through Early Access. Anyone who buys during Early Access keeps the game forever at no extra cost; there is no upgrade fee. There are no microtransactions, no energy timers, and no ads, ever. Buy it once; it's yours.”

How are you planning on involving the Community in your development process?

“The roadmap lives in the Steam community hub, and the order of everything past "Next up" is genuinely up to you — vote and discuss it there. Bug reports go straight to the top of the list; the traffic sim especially gets better the more unusual layouts I see. I read everything, and I'll post what's changing each update.”
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This game is not yet available on Steam

Planned Release Date: Q4 2026

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About This Game

Make it beautiful. Then make it work.

I grew up on SimCity and fell for Dorfromantik as an adult. Cozy Burg is my try at the best of both. A cozy hex town builder. You get a small hand of tiles — a terrain, a zone, a road — and you simply place them. Grass, forests, lakes, farms. Homes and shops. Anyone can play it the minute they touch it, and nothing about it is ever in a hurry. But underneath the calm there's a real simulation running, and the prettier you make the town, the better it does.

🚦 The traffic is real

Every car is somebody going somewhere. They follow the car ahead, they queue up at junctions, and they take a better route when one opens. Build a bad junction and traffic backs up through your streets. There's a traffic lens that tints every road green, amber or red, so you can find the problem before your townsfolk do.

🔧 Fixing it is the best part

When the town jams, you have real options. Upgrade the road. Cut a second path so traffic has somewhere else to go. Plan your zones so people live near their jobs. Add bus stops and draw the lines yourself, stop by stop, and riders climb aboard instead of adding cars to your jam. Run ferries across water your roads can't reach, and the biggest towns can even earn an airport. Get it right and you can watch the backup melt away.

🌳 With nature all around

People want to live somewhere nice. The game rewards cozy areas: pretty streets fill their homes faster and hold more people and jobs per zone. Keep nature all around, or the people won't come.

🏰 A world you earn

Reward chests hold landmarks: a lighthouse, a ski resort with a working chairlift, a stadium that fills up on match day, a castle, an airport. You unlock terrain styles for grass, forest, water and mountain, and you can repaint one tile or a whole valley. Quests nudge you along the way, sometimes to make a corner of the world prettier, sometimes to solve a problem the town is having.

⏳ No clock, no race

Nothing is timed. No countdowns, no energy. Quests expire quietly and the speed dial runs from paused to 16x. The only pressure is the tiles left in your hand.

✨ And the small things

  • A Creative mode with everything unlocked from the first click.
  • Town services when you need them: police, fire, a hospital.
  • Saves live on a shelf of postcards, one painted map per town.
  • Wild horses. Farm hands at harvest. Gulls over the harbour. Undo, obviously.
  • The soundtrack is composed live by the game while you play. Nothing sampled, no loops.
  • Bridges that carry your roads out over open water.

I'm a solo dev and this is my first game. If Cozy Burg looks like your kind of place, a wishlist honestly helps more than you know.

Planned for Q4 2026.

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: OS: Windows 10 64-bit
    • Processor: Intel Core i5-4460 / AMD Ryzen 3 1200 (any quad-core from ~2014+)
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 750 Ti / Radeon RX 460 / Intel Iris Xe (2 GB VRAM, DirectX 11)
    • DirectX: Version 11
    • Storage: 3 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • OS: OS: macOS 12 (Monterey)
    • Processor: Apple M1 or Intel Core i5 (2017+)
    • Memory: 8 GB RAM
    • Storage: 3 GB available space
    Recommended:
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