A cozy hex city builder with real people and real jobs. You have to earn every resident: they want nature nearby, a job they can get to, and a street worth living on. You build it from a small hand of cards. Make it beautiful, make it work.

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Prochainement en accès anticipé

L'équipe de développement a l'intention de sortir ce jeu tout en continuant à travailler dessus, afin d'incorporer les retours de la communauté dans son développement.

Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« Cozy Burg already plays as a complete, relaxing builder. But it's a real simulation underneath, and a simulation only gets good when lots of players build towns I'd never think of. Early Access lets me harden the sim against the layouts you come up with, tune the balance between cozy and busy with real feedback, and pick what to build next with you instead of guessing. I'd rather grow this in the open with you. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« Around 1 to 6 months. It's just me, so I'd rather hit the bar than hit a date. If a feature needs more time to get right, it gets it. Updates land regularly the whole way, not all at the end. (Bus lines, for instance, went from planned to shipped during development. That's the pace I'm aiming for.) »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« The Early Access game is the whole loop. 1.0 adds more on top. Planned: weather (rain and snow), rail and other new transit types, more landmarks 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. The roadmap has the current plan, and it will move around based on your feedback. »

Quel est l'état actuel de la version en accès anticipé ?

« Fully playable and stable. Right now you can:

Build a town people actually want to live in. Homes only fill when the street is somewhere worth living and the people in them can reach a job. You build from a hand of three cards, a land card, a zone card and a road card, so there's always a choice and never a menu. Some cards place one tile, some place up to four. You get a few free redraws, after that a redraw costs a card.
Shape the land: grassland, forest, mountain and water, raised through several levels of elevation.
Zone homes, offices, industry, shops, farms and parks, none of which thrive until you connect them by road. Play the same zone card on a tile again to upgrade it.
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 by building: a big lake on the shore unlocks the lighthouse, a big mountain range unlocks a ski resort with a working chairlift, a level 3 road and a running bus line unlock a stadium that fills with fans on match day, and 500 residents unlock the airport. A castle, a national park and a volcano are in there too.
Play it two ways: Living Town, where you earn every resident, and Creative, unlocked end to end from the first click.
Pick Gentle, Standard or Demanding. Every town level has a goal and a card budget. Gentle always gives you another go when the cards run out, Standard gives you one, Demanding none.
Or take the Journey, a tutorial and five small custom levels, each about a single idea, with a scripted camera fly over each new problem.
Play three two-minute games: fishing, taxi, and Raccoon Raid as Timothy the raccoon. They're optional and they pay out cards if you do well.
Chase quests, open reward chests, level up your town, and raise your Cozy / Flow / Bliss score.
Earn terrain styles across grass, forest, water and mountain, and apply them to a single tile or a whole section.
Watch the Town Film, a replay of your town growing from its first tile.
Enjoy a lively little world with farms that grow and get harvested, shoppers, dog-walkers, horses, birds, fish, sailboats, and animal homes for wild horses, sheep, bears, sea turtles and hawks.
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. That's what Early Access is for. There will be rough edges; please report them and they'll get fixed fast. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« Yes. I plan to raise the price a bit at 1.0, as the game grows through Early Access. If you buy during Early Access you keep the game, no upgrade fee. There are no microtransactions, no energy timers, and no ads, ever. Buy it once and it's yours. »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« 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 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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Date de sortie prévue : 4ᵉ trimestre 2026

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À propos de ce jeu

Make it Beautiful, 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 city builder that's real underneath. You get a hand of three cards, a land card, a zone card and a road card, and you place them. Grass, forests, lakes, farms. Homes, shops and places to work. Anyone can pick it up in a minute. But nobody moves in just because you built a house. You have to earn every resident.

🏡 Real people, real jobs

Everyone in your town needs a home they like and a job they can get to, and they're picky about both. Build homes with no work in reach and they sit empty. Put the shops, offices and farms where people can get to them, and the town starts to fill. Every car you see is somebody going to work, to the shops, or home again.

🌳 Nature brings them in

People want to live somewhere nice. Homes near forests, lakes and parks fill faster and hold more people and jobs. Keep nature all around, or the people won't come.

🚦 Nobody likes a jam

Build a bad junction and traffic backs up through your streets, and jammed streets make people unhappy. The traffic lens tints every road green, amber or red so you can find the problem. Then fix it: upgrade the road, cut a second route, or draw a bus line stop by stop and watch riders climb aboard. Ferries carry cars where your roads can't reach.

🎣 Try their jobs yourself

Some of your townsfolk have jobs you can play. Go fishing, or drive a taxi around town. Each one is a two-minute game, they're optional, and if you do well they pay out cards. Timothy the raccoon has a game too, sneaking around town for snacks.

🏰 A town worth visiting

Landmarks unlock from what you build. A big lake on the shore unlocks the lighthouse. A big mountain range unlocks a ski resort with a working chairlift. A level 3 road plus a running bus line unlocks the stadium, and it fills up on match day. 500 residents unlocks the airport. There's also a castle, a national park and a volcano. You unlock terrain styles for grass, forest, water and mountain, and you can repaint one tile or a whole valley.

⏳ Your pace, your cards

No energy and no timer on the building. The speed dial runs from paused to 16x. The pressure is the cards in your hand. Every town level has a goal and a budget of cards to reach it. You can redraw a bad hand for free a few times, after that a redraw costs a card. Run out before the goal and the run ends. On Gentle you always get another go, on Standard you get one, on Demanding you don't.

✨ And the small things

  • A Creative mode with everything unlocked from the first click.
  • Town services when you need them: police, fire, a hospital.
  • A narrator for the big moments.
  • A Town Film that replays your town growing, from the first tile to now.
  • A Journey mode: a tutorial and five small levels, each about one idea.
  • Saves live on a shelf of postcards, one painted map per town.
  • Animal homes for wild horses, sheep, a bear, sea turtles and hawks. 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, a drawbridge, and a taxi stand.

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.

Early Access planned for Q4 2026.

Notification de contenu généré par IA

L'équipe de développement décrit l'utilisation de contenu généré par IA dans le jeu comme suit.

The game was 100% designed and tested by me and my kids over the course of 6 months. As an early access game, development is still in progress. Humans made much of the game objects and assets. I also used AI tools to help create some of the 3d objects and interface icons in the game, the logo, and the voice of the narrator. Some of the store artwork was stylized by AI from screenshots of the game.

Configuration requise

Windows
macOS
    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10 64-bit
    • Processeur : Intel Core i5-4460 / AMD Ryzen 3 1200 (any quad-core from ~2014+)
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : GeForce GTX 750 Ti / Radeon RX 460 / Intel Iris Xe (2 GB VRAM, DirectX 11)
    • DirectX : Version 11
    • Espace disque : 3 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
    Minimale :
    • Système d'exploitation : macOS 12 (Monterey)
    • Processeur : Apple M1 or Intel Core i5 (2017+)
    • Mémoire vive : 8 GB de mémoire
    • Espace disque : 3 GB d'espace disque disponible
    Recommandée :
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