Metabolis is a cozy low-poly city builder where water, power and sewage really flow. Rain swells the rivers, waste drifts downstream — and whatever you dump comes back through your own intakes. Design the flows and grow a tiny hamlet into a metropolis.

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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?

“Metabolis is a "material flow" simulation where water, power, sewage and traffic all live on one connected set of physics. In a game like this, the fun is decided by how thousands of different player-built cities stress the systems — far more variety than we can generate on our own. We chose Early Access so we can tune balance and deepen the simulation together with the community from an early stage. The core mechanisms — pollution cause-and-effect, infrastructure-gated growth — are already working; the stage we want to go through with players is turning that core into long-term depth.”

Approximately how long will this game be in Early Access?

“We currently expect roughly 1 to 1.5 years, with quality as the priority. The actual length may shift depending on community feedback and on how the additional systems described below progress.”

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

“For the full version, we are planning (subject to change as development progresses):

A full waste chain (collection → landfill / incineration / recycling)
Nuclear power and its fuel cycle, from spent-fuel storage to disposal
Public transit (bus, rail) affecting traffic volume and demand
Expanded effects of parks and landmarks on satisfaction and land value
More building variety, plus ongoing economy and growth balancing

The core of the game — hydrodynamics, power, water/sewage, traffic, staged growth — is already playable at the start of Early Access. We see the full version as adding systems on top of that foundation.”

What is the current state of the Early Access version?

“The core loop is playable from start to finish:

A genuinely simulated hydrology (rivers that swell, dry up and flood) with full water infrastructure: intake → purification → supply, and sewage → treatment → outflow. Untreated discharge fouls the river, and polluted intakes come back to your city as disease
A power grid (thermal / wind, power lines and substations, brownouts on shortage)
Residential / commercial / industrial zoning with eight growth stages from hamlet to metropolis
Per-vehicle traffic (signals, intersections, pedestrians, emergency responders) and external connections
Terraforming, weather, a day/night cycle, save/load, and a photo mode

We are currently focused on balancing and polish; some rough edges remain (UI refinement, and some facility effects not yet implemented).”

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

“During Early Access the game will be priced to match its current scope. We plan to gradually raise the price at full release to reflect the content and features added along the way.”

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

“The Steam Community Hub and discussion boards will be our main channels for feedback, bug reports and balance suggestions. Patch notes for each update will explain not just what changed but why, and we will regularly share development notes on what we are fixing now and trying next. Because Metabolis is balanced against real player-built cities more than anything else, the saves and screenshots you share will feed directly into how we tune the simulation.”
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This game is not yet available on Steam

Planned Release Date: November 2026

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About This Game

Metabolis is a city builder about the flow of matter. It looks cozy and low-poly — but underneath, a real hydrodynamic simulation is doing the work.

Water is really simulated

Rivers run through their valleys, swell with rain and shrink in dry spells. Your city plumbing lives on the same physics.
  • Pump from the river, run it through purification plants, deliver it to town. Supply obeys gravity and head — high ground needs pump stations
  • Sewage flows downhill to treatment plants. Release it untreated, and the whole river downstream turns foul
  • Draw from a polluted river and the contamination rides your own pipes back into town, spreading disease. Every cause has an address

Infrastructure gates your growth

Eight stages from hamlet to metropolis — and each stage adds infrastructure your city cannot grow without.
  • Thermal plants are powerful but dirty; wind is clean but lives at the mercy of the weather. Extend the grid with power lines and substations
  • Shortages show up as brownouts — not as a number, but as windows going dark
  • A sandbox economy of taxes, budget and residential/commercial/industrial demand

Traffic moves one car at a time

  • Every vehicle is an agent: it picks lanes, negotiates signals and intersections, and pulls into its destination lot
  • Headlights sweep the roads at night while pedestrians walk the sidewalks
  • Fires, disease and crime send responders racing to the scene — through whatever traffic you built

Terrain and weather

  • Wide seed-generated maps with rivers, lakes, sea and hills — plus terraforming tools
  • Rain and storm cycles move river levels and wind-power output
  • A full day/night cycle: long dusk shadows, lit windows after dark

Photo mode

  • A free camera that goes anywhere, with day, dusk and night presets
  • Bloom + filmic tone mapping, starry skies, one-key screenshots

Everything you release flows somewhere. Design your city's metabolism.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Parts of this game's code were written with the assistance of AI programming tools; all output was reviewed, tested and integrated by the developer. Store page texts and localizations were also produced with AI assistance and reviewed by the developer. [Some music and sound assets were created using AI generation tools and curated by the developer.] [Some marketing artwork (e.g. capsule images) was created with AI image tools and edited by the developer.] All in-game 3D models and simulation content are authored procedurally or by hand. The game does not generate any content with AI at runtime, and it does not connect to any external AI services.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4460 / AMD Ryzen 3 1200
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 750 Ti / Radeon R7 360 / Intel UHD 620 (Low preset)
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Sound Card: Windows compatible audio device
    • Additional Notes: Integrated GPUs run at the Low quality preset. Requirements may change during Early Access.
    Recommended:
    • OS: Windows 10 / 11 64-bit
    • Processor: Intel Core i5-10400 / AMD Ryzen 5 3600
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 1060 6GB / Radeon RX 580
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Sound Card: Windows compatible audio device
    • Additional Notes: Targets 60 fps at 2560×1440 on the High quality preset.
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