
CyberCity: A Universe-Hopping Starbase Colony Sim
Date Published
🎮 Project Status: Planning Phase
CyberCity is a new game concept currently in the design phase. This post outlines the vision, core mechanics, and inspiration behind this universe-hopping starbase colony simulation.
Introducing CyberCity
I'm excited to share a new game project I've been designing: CyberCity, a space-based city builder and colony management game built in Godot 4.x. The core concept combines elements from several genre-defining games with a unique twist: your starbase travels between parallel universes, and you can return to previously visited ones.
⚠️ Working Title
"CyberCity" is a placeholder name. The game needs a better title that captures the multiverse-hopping, asteroid-based colony simulation theme. Suggestions welcome!
The Core Vision
At its heart, CyberCity is about continuous movement through the multiverse. You command an asteroid starbase that:
- Moves continuously through space — not a static ground-based city
- Hops between parallel universes — visit the same location in different realities
- Can return to previous universes — unlike Warptorio's one-way travel
- Scavenges resources from space — asteroids, debris, derelict stations
- Builds automated factories — constrained by limited platform space
- Manages a growing population — with needs, skills, and happiness
🌌 Universe Hopping
Travel to the same coordinates in parallel universes. Each universe is a procedurally generated variation with different resources, conditions, and discoveries.
🔄 Return Mechanic
Unlike similar games, you can revisit previously explored universes. Build a network across multiple realities over time.
Gameplay Loops
The game features three interconnected gameplay loops:
Per Session: Assess needs → Explore local space → Scavenge materials → Build structures → Manage population → Prepare for next hop
Per Universe: Hop to new universe → Explore resources → Establish extraction → Build infrastructure → Decide: stay or move on → Can return later
Full Game: Start with basic starbase → Upgrade capabilities → Unlock automation → Expand population → Unlock return travel → Build universe network → Reach endgame autonomy
Core Systems
🏗️ Seven Pillars of Gameplay
Core Systems
- Space Movement — Continuous travel with engine upgrades
- Universe Hopping — Parallel universe travel system
- Building System — Grid-based on asteroid surface
- Resource System — Scavenge from space, process in factories
Colony & Factory
- Population System — Manage inhabitants with needs
- Factory Automation — Multi-step production chains
- Exploration System — Discover regions, return to universes
Platform Constraints (Key Mechanic)
Inspired by Warptorio, one of CyberCity's defining mechanics is limited building space. Your entire factory and colony must fit on the asteroid starbase platform. This constraint:
- Forces strategic choices about what to build
- Makes efficiency and compact design rewarding
- Creates meaningful trade-offs between building types
- Increases in strategic importance as the game progresses
Every building competes for limited space, so placing a new refinery might mean demolishing that hydroponics bay — unless you've upgraded your platform size.
Inspiration & Influences
CyberCity draws from several amazing games, each contributing core concepts:
Primary Inspiration
- Warptorio — Mobile factory, limited space, universe hopping
- Factorio — Belt logistics, circuit automation, production depth
- shapez 2 — Pure factory automation, blueprint system
Additional Influences
- Dyson Sphere Program — Multi-location factories, space setting
- Oxygen Not Included — Automation systems, colony management
- The Wandering Village — City on a moving entity
Key Differentiators
What makes CyberCity unique:
🚀 Unique Selling Points
What Sets It Apart
- Space setting — Asteroid starbase vs ground/water/creature cities
- Universe hopping — Parallel universes vs single world or discrete settlements
- Return mechanic — Can revisit previous universes vs purely linear progression
- Continuous movement — Always traveling vs static or teleporting
Technical Approach
Godot 4.2+ — Lightweight, open-source, perfect for indie 2D/3D development. The Forward+ renderer will handle the lighting-heavy space aesthetic.
File-based saves — Robust serialization for complex city states across multiple universes. Each universe's state persists between visits.
- 60 FPS on mid-range hardware
- Support for 100+ buildings
- 50-200 inhabitants
- Save/load in under 3 seconds
- Install size under 500MB
Development Roadmap
5-Phase Plan
- Phase 1: Core Prototype — Basic starbase movement, simple building placement, resource scavenging, minimal population, single space region, basic production, universe hopping foundation
- Phase 2: Core Gameplay — Multiple building types, full resource system, population needs, save/load with universe tracking, basic UI, production chains, universe log
- Phase 3: Exploration — Multiple space regions, scavenging mechanics, universe generation, region map system, platform constraints, return to previous universes
- Phase 4: Depth — Research/tech tree, advanced buildings, complex production chains, basic automation, belt/pipe transport, blueprint system, universe persistence
- Phase 5: Polish — Advanced automation, circuit/logic systems, events, tutorial, audio/visual polish, balance tuning, automated exploration drones, full universe network
Accessibility & Design Philosophy
🎯 Design Goals
Player Experience
- Simple but deep — Easy to learn, difficult to master
- No fail state — Setbacks are recoverable
- Information transparency — Player has access to needed data
- Pacing control — Player controls speed of exploration
Accessibility Features
- Complete tutorial introduction
- Forgiving mode for reduced consequences
- Multiple difficulty options
- Clear visual language with tooltips
- Pause capability at any time
- Keyboard shortcuts for power users
Current Status
CyberCity is currently in the planning and design phase. The game design document is complete, outlining all core systems, features, and implementation phases.
The next steps are:
- Finalize the game title — "CyberCity" is a placeholder
- Create visual prototypes — Concept art, mood mockups
- Build the core prototype — Basic movement, building, and universe hopping
- Iterate on mechanics — Refine the fun through rapid prototyping
📝 Documentation Available
Complete design documents are available in the project repository, including detailed requirements, feature specifications, and competitor analysis. Check the /docs/cybercity/ directory for the full game design documentation.
Closing Thoughts
CyberCity represents my passion for deep simulation games, factory automation, and the wonder of space exploration. Combining the constrained-space strategy of Warptorio with the freedom to return to previous universes creates a unique gameplay loop that I'm excited to explore.
The multiverse theme offers endless variety — each universe hop is a chance to discover something new, while the return mechanic lets players build meaningful long-term connections across multiple realities.
If you're interested in following development or have thoughts on the game concept, I'd love to hear from you. And if you have ideas for a better title than "CyberCity," I'm all ears!
🔜 Next Steps
Follow along with development progress through future blog posts. I'll be sharing prototypes, mechanics deep-dives, and the journey from concept to playable demo.