A cozy town builder where the traffic is real. Every car has somewhere to be. Zone neighbourhoods, draw bus lines by hand, run ferries, untangle the downtown that seized up. Dorfromantik's calm, Mini Metro's routes, SimCity's living streets. 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, a cathedral — as milestone picks and chest rewards.
Play it three ways: Casual, where a stage you run out of tiles for is a stage you've lost; Simulation, 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 — and footpaths that wear into the grass where people actually walk.
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: October 2026

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About This Game

Make it beautiful. Then make it work.

Cozy Burg is a cozy hex town builder with a real traffic simulation running underneath the calm. Every car on your streets is somebody going somewhere. Every bus runs a line you drew by hand. And the lovelier you make the town, the better it does — here, beauty is a mechanic, not a paint job.

🚦 The traffic is real

Every car gets an origin and a destination, follows the car in front, yields at junctions, queues when a lane fills, and re-routes when it finds a better way. Build a bad junction and traffic backs up through your pretty streets. Fix it and the queue melts. Flip on the traffic lens — every road glows green, amber or red by load — and suddenly you're not decorating anymore. You're planning.

🌳 Beauty is a strategy

Route a commute past parks, forests and lakefronts instead of through smoky industry, and your town's Bliss climbs. In Simulation, a street worth living on fills its homes faster. The charming route and the correct route are usually the same one — that's the whole idea.

🚌 Draw the lines yourself

Drag stop to stop and a bus line appears — colour it, assign buses, and watch riders climb aboard instead of adding cars to your jam. Ferries work the same way: drag terminal to terminal, and boats start carrying cars across water your roads can't cross.

🏰 A world you earn

Crack open reward chests for landmarks — a lighthouse, a ski resort with a working chairlift, a stadium that fills with fans on match day, a castle, an airport, a cathedral. Unlock terrain styles across grass, forest, water and mountain, and repaint a single tile or a whole valley. Footpaths wear into the grass where your people actually walk.

🧭 Three ways to play — or take the Journey

Casual — see how far, how cozy and how big you can take it. Tiles come from milestones and chests, and a stage you run dry is a stage you've lost.
Simulation — the same town, answering to the people in it. Homes fill only when someone can actually reach work from them.
Creative — everything unlocked from the first click. Nothing to earn, nothing to run out of.
The Journey — a guided ladder of hand-built towns, each about one idea: link the islands by ferry, mend the works town everyone is fleeing, untangle the downtown that seized up.

⏳ No clock, no race

Nothing here is timed. No countdowns, no energy, quests expire quietly, and the speed dial runs from paused to 16×. The only pressure is the tiles in your hand — and whether the streets you already laid can carry what you built on them.

✨ And the small things

  • A hand of three tiles — a terrain, a zone, a road — so there is always a choice and never a menu.
  • Saves that live on a shelf of postcards, one little painted map per town.
  • Wild horses. Farm hands at harvest. Gulls wheeling over the harbour. Undo, obviously.
  • A soundtrack the game composes live as you play — nothing sampled, no loop you'll ever recognise.

For fans of…

The cozy tile-laying of Dorfromantik and Townscaper, the hand-drawn routing of Mini Metro, and the living streets of SimCity — in one warm little world that plays like none of them.

Add Cozy Burg to your wishlist — and be there the day the first ferry sets out.

Planned for October 2026.

System Requirements

Windows
macOS
    Minimum:
    • 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
    Minimum:
    • OS: OS: macOS 12 (Monterey)
    • Processor: Apple M1 or Intel Core i5 (2017+)
    • Memory: 8 GB RAM
    • Storage: 3 GB available space
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
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