Run a post-collapse megacity where every decree has a cost. Balance industry, survival, politics, war, ecology, and human lives in idle-strategy simulation. Play in real time or one turn at a time. Idle/strategy/sandbox/dystopian/city builder.

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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?

“MEGACITY is a deep, systems-driven city-state simulation, and the only way to balance hundreds of interacting systems, factions, economy, faith, war, research, and prestige is with thousands of real players pushing on them. Early Access lets us put the game in front of long-form simulation fans, learn which strategies dominate, which systems feel hollow, and which event chains produce the most memorable stories. I'd rather ship a 1.0 that has been stress-tested by a real community.”

Approximately how long will this game be in Early Access?

“I'm planning roughly 12 months in Early Access. That window covers the planned expansion of the world map, the military and War Room overhaul, the remaining auto-manager roles, the character/officer deepening pass, and replacing the placeholder pencil-sketch portraits with finished art. I'll revisit the timeline publicly if community feedback pushes us in a direction that needs more time.”

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

“My goal for the full version is to broaden and deepen the game well beyond the Early Access build, with the community helping steer the priorities. The areas I plan to keep working on include:

A larger world — I plan to grow the world map significantly and are exploring procedural map generation and player-facing map tools.
A deeper military layer — I plan to expand the War Room, standing army, and production-to-combat systems.
More ways to expand your territory — I'm exploring district expansion options such as land reclamation and annexing neighbouring territory.
A fuller auto-manager suite — I plan to add more automation roles on top of the existing ones.
More late-game variety — I'm exploring deeper Mega-Project synergies and distinct governance paths.
Richer characters — I plan to deepen officer stories, NPC relationships, and persistent Marshal traits.
An art pass — I plan to replace the current placeholder portraits and illustrations with finished art over time.
Ongoing balance & polish — wIplan to keep tuning the economy, faction AI, event pacing, and difficulty based on player feedback.
These are my current plans rather than firm commitments, and they may evolve as i learn from the community during Early Access. To”

What is the current state of the Early Access version?

“The Early Access build is a complete, playable city-state simulation. You can start a run, play it for hundreds of in-game years, and reach a prestige rebirth. Currently implemented:

**Real-time tick simulation** with offline catch-up (Lite / Standard / Deep), so progress continues while you're away.
**268+ districts** across 16 categories, each with population, crime, unrest, and infrastructure health to manage.
**Full economy** — 9 core resources, an 825+ commodity Trade Exchange, taxation, upkeep, tourism, and a complete P&L view.
**10 rival factions** (plus hidden ones) with named leaders, personalities, dossiers, diplomatic actions, covert ops, and hostile actions including Suppress / Arrest / Purge.
**Faith systems** — street faiths that drift through districts (Eternal Flame, Machine Choir, and others), plus a Leader Cult path with major bonuses and matching risks.
**Military & law enforcement** — 12 troop classes with squad synergies and 6 promotion tiers.
**Research tree** — 510+ technologies across 31 categories and 5 tiers.
**Officer system** — 142 positions across 11 departments, an Inner Circle advisor layer, and a live Whisper Feed of intelligence.
**Mega-Projects** — 12+ city-defining structures (Space Elevator, Arcology, Fusion Nexus, Neural Collective, and more) with generational impact.
**Event & chain system** — multi-stage events with branching outcomes, including civil wars, business chains, and religion chains gated by officer traits.
**Wasteland Expeditions** — send personnel into the wildlands for scavenging, recon, and combat to recover pre-war tech.
**Prestige / Legacy** — 7 permanent bonus tracks (Iron Fist, Corporate King, and others) earned across runs.

Known caveats players should expect during Early Access: many character portraits and scene illustrations are pencil-sketch placeholders, the world map is currently ~90 townships (expanding toward 250+), the War Room military layer is in active development, and several auto-manager roles (Auto-Diplomacy, Auto-Construction, Auto-Inquisitor) are not yet shipped.”

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

“The price may go up at 1.0 to reflect the additional content and polish. Players who buy during Early Access pay the lower price and get every Early Access update plus the 1.0 release at no extra cost.”

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

“Player feedback drives the roadmap. We'll be active on the Steam Community Hub and Discussions, running regular "what should we work on next?" threads against the public roadmap, and publishing changelogs for every update so players can see how their feedback translated into changes.
Players who submit reproducible bug reports and balance feedback during Early Access will be credited in the in-game credits at 1.0.”
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About This Game

Govern a post-collapse megacity where every decree has a cost. Balance industry, survival, politics, war, ecology, and human lives in a darkly funny strategy simulation. Play in real time or take control one turn at a time. Megacity is currently in development and released as an EARLY ACCESS game and is under constant development.

ABOUT THIS GAME

The world ended. The paperwork didn't.

You are the Commander of a vast megacity built on top of a dead world. You did not build this city. You inherited it: crumbling infrastructure, humming reactors, hostile factions, crowded districts, and a population that expects you to keep the lights on.

You are part mayor, part warlord, part bureaucrat. The only thing standing between civilization and total urban collapse. You are not paid enough for this.

This is not a city builder. The city already exists. Your job is to stop it from killing itself.

A CITY THAT FIGHTS BACK

MEGACITY is a dystopian idle and strategy management sandbox simulation with the depth of a spreadsheet and the soul of a comic book. Govern through laws, policies, edicts, budgets, research, construction, diplomacy, espionage, military force, and the occasional act of bureaucratic desperation.

The simulation tracks the systems that keep a city alive: food, water, power, industry, trade, housing, employment, health, crime, corruption, morale, unrest, infrastructure, weather, radiation, and the biosphere. Every improvement creates new pressures. Every shortcut leaves a bill for someone else.

The city does not wait for you to notice it. Problems grow in the background, decisions echo through the districts, and a prosperous balance sheet is not enough if people cannot live there.

THE PEOPLE BEHIND THE NUMBERS

Your citizens are not just a population bar. Crime, accidents, disease, disasters, attacks, harsh weather, radiation, and military operations leave human consequences behind.

Residents can be wounded, sick, or missing. Some recover. Some do not. Deaths are recorded by cause, while injured and missing people remain part of the city's ongoing burden. Progress can reduce the damage, but it cannot make catastrophe harmless.

Your officers, advisors, captains, soldiers, workers, and commanders have their own roles, traits, loyalties, and failures. Competence matters. Loyalty matters more. Corruption festers quietly until it does not.

FACTIONS, FAITHS, AND POWER

Internal factions compete for influence over the city. The Authority wants order. Corporate interests want access. Criminal networks want territory. The Mutant Collective wants rights. The Rust Wardens control critical infrastructure and remember exactly who stopped paying them.

Factions have leaders, demands, loyalties, threats, beliefs, and changing relationships with one another. Negotiate, appease, manipulate, investigate, suppress, or let rivalries turn into open conflict.

Faiths move through the districts and pull at loyalty, crime, corruption, and unrest. Sponsor a faith, tolerate it, suppress it, or remain secular. If one belief takes hold, you can choose to build a leader cult around yourself—gaining influence while inviting schisms, backlash, corruption, and assassins.

MILITARY COMMAND

Build squads from distinct troop classes and combine them into formations with different strengths. Choose deployment doctrines, match troop composition to the mission, and use captains whose traits change how a squad fights, moves, and survives.

Recruitment and construction take time. Missions have real consequences. Casualties are persistent, injured troops need treatment, and a fallen captain does not have to erase an entire formation. Prepare a successor, preserve the squad, and decide what victory is worth.

THE WASTELAND AND THE BIOSPHERE

Beyond the walls lie irradiated deserts, toxic waterways, overgrown ruins, abandoned infrastructure, strange wildlife, settlements, raiders, salvage, and communities that chose life outside the city's control.

Send expeditions into the wastes, establish trade, recover technology, hunt megafauna, discover lost sites, and decide whether the land is a resource, a threat, or something worth restoring.

The wildlands are part of the city's future. Weather, radiation, pollution, ecological damage, conservation, and recovery feed back into public health, food, stability, and prosperity. A golden age requires a city that is livable, not merely rich.

INDUSTRY, RESEARCH, AND THE LONG BUILD

Expand an interlocking industrial economy through research, infrastructure, contracts, supply chains, trade, and construction. Choose what to manufacture, what to import, which systems to upgrade, and which shortages the city can survive.

Buildings and troop programs take time to complete. Training facilities, software upgrades, mega-projects, orbital infrastructure, and civic investment turn the city into a long-term project instead of a sequence of instant purchases.

Research reaches from practical survival systems to advanced statecraft, covert operations, orbital technology, and weapons capable of changing the balance of power. Every new capability opens another responsibility.

A LIVING NEWS FEED

The city reports on itself through a relentless broadcast ticker and a stream of dispatches. War declarations, ceasefires, construction, disasters, ecological shifts, policy changes, faction demands, expeditions, and public scandals become part of the daily record.

Expect dry announcements, impossible headlines, bureaucratic euphemisms, and the occasional story that is funny only because the alternative is screaming.

STORIES WITH CONSEQUENCES

Branching events and multi-stage storylines put people, institutions, factions, and the wider city under pressure. Responses can change resources, relationships, districts, the biosphere, and the future shape of the city.

There are no universally clean solutions. A compassionate answer may weaken the treasury. A ruthless answer may stabilize a district. A clever compromise may create a problem that arrives several turns later.

You can also take on contracts, investigate crime, run covert operations, manage officers, pursue personal interactions, recover lost knowledge, complete civic and wasteland projects, and leave a legacy through the choices that survive you.

TWO WAYS TO RUN THE CITY

Every new city asks one question before the trouble starts: real time or turn based?

Real time — the city lives on its own clock. Ticks pass, crises erupt, and the simulation can continue while you are away. It is the classic idle experience, with a full offline catch-up when you return.

Turn based - Nothing advances until you end the turn. Read every report, weigh every decree, and take the time to understand the consequences. When a crisis demands attention, the day waits for your response.

The world is harsh in both modes. The pace is yours.

IDLE FRIENDLY, WITHOUT BEING HANDS OFF

Real time mode supports configurable tick pacing, autosave, labeled save slots, backups, and offline simulation. Choose how deeply the city should simulate while you are away, then review what happened when you return.

Steam Cloud keeps saves and commander profiles available across devices. Start at the desktop, continue on a Steam Deck, and return to the same city with its history intact.

You can customize your commander profile and portrait, adjust the interface for your screen, and choose how much information you want to see before making a decision.

Every event, headline, gang dossier, faction leader, wasteland discovery, and institutional failure is written to give the city a distinct voice. MEGACITY is inspired by deep management games, dark absurdist comics, and the firm belief that strategy games should make you laugh while everything you built catches fire.

No microtransactions. No pay to win. No loot boxes. No battle passes. Just a city that needs running and a commander who signed up for this.

The world ended. The paperwork didn't.

  KEY FEATURES

- Dystopian idle and strategy city management

- Real time or turn based play

- Govern a living post-collapse megacity

- Balance economy, infrastructure, crime, health, morale, and survival

- Human consequences: wounds, sickness, missing people, recovery, and deaths

- Internal factions, faiths, leader cults, diplomacy, and intrigue

- Squads with troop composition, doctrines, captains, succession, and persistent casualties

- Wasteland expeditions, settlements, salvage, wildlife, and ecological recovery

- Research, construction, contracts, supply chains, and long-term projects

- Branching events, multi-stage stories, and consequential decisions

- Espionage, crime investigation, military operations, and officer management

- Dynamic weather, radiation, disasters, and biosphere pressure

- Live news ticker and reactive city dispatches

- Configurable offline simulation and catch-up

- Steam Cloud sync for saves and commander profiles

- Single-player and offline friendly

- No microtransactions or pay to win

- Solo-developed

## SYSTEM REQUIREMENTS

**Minimum**

- OS: Windows, macOS, or Linux

- Processor: Modern processor

- Memory: 4 GB RAM

- Graphics: GPU with WebGL support

- Storage: Available disk space

**Recommended**

- OS: Windows, macOS, or Linux

- Processor: Modern multi-core processor

- Memory: 8 GB RAM

- Graphics: Dedicated GPU

- Storage: Additional available disk space

System Requirements

    Minimum:
    • OS: Windows 10
    • Processor: Any modern processor
    • Memory: 4 GB RAM
    • Graphics: Any GPU with WebGL support
    • Storage: 200 MB minimum / 1 GB recommended MB available space
    Recommended:
    • OS: Windows 10+
    • Processor: Intel i5
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU
    • Storage: 500 MB available space
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