Below is an incomplete road map and upcoming release cycle for Metropolis 1998. This list will continued to be filled out over time. Everything below is subject to change.

VER 1.0 STATUS LEGEND:

  • Finished - may require fine tuning/balancing. Otherwise, this feature is fully implemented
  • Mostly Finished - core concept is implemented, but not all edge cases are implemented
  • Partially Finished - core concept is partially implemented.
  • In Development - development just started
  • Not started - development has not started yet


Updated: 2025/06/22
Counting down to launch - 2025 Q4 ??? - TBD
FULL ROADMAP

My goal for ealy access is to:

  1. Deliver an adequate city builder experience and improve the experience to greatness by 1.0
  2. Deliver a great creative experience and add more content with each update

What does adequate mean?

  • A game that has a fraction of the features I want by 1.0, but otherwise offers the core city builder experience
  • My capacity is limited as a solo developer
  • The original Cities: Skylines team was over a dozen people (at launch) with two similar games under their belt. And Cities: Skylines 2 reportedly has around 30 people

City builders have evolved a lot over the years, and Metropolis 1998 pushes the boundaries a bit more by:

  • Letting the player design and see inside the buildings
  • Focusing a bit more on the sims' lives
  • Fulfilling demand for individual businesses instead of global e.g. "commercial" zones

What's the plan if the launch is successful? (And why will development (temporarily) slow down?)

  • Move out of Vermont to a city with an active game developer community
  • If possible, rent an office. Creativity thrives on IRL interactions. (Even though I am an introvert and would love to keep my 8 hours of deep work)
  • Start hiring people. This is going to be a slow process. Finding the right people and training them will take months.
  • I'll need to spend more time managing and directing people
  • I've never done this before, so it will be a learning process for me
  • I expect this process to take around 6 months

What if the launch is moderate/self-sustaining?

  • Move out of Vermont to a city with an active game developer community
  • Continue working as a solo dev and contract out additional work when possible
  • PSS: Vermont is a really nice place to live, but the community majority is >= middle age (and I'm not)

Scroll below the overview for more details. Not all 1.0 features are listed yet.


OVERVIEW - MAJOR FEATURES PLANNED FOR EARLY ACCESS LAUNCH
Major Feature Notes
Building Features:
  • Create your own buildings
  • Frequent content updates planned
  • Blueprints
  • Save and plop buildings
  • Classic zone placement
  • Place zones, buildings construct within
  • Core building / business types
  • Residential, business, office, municiple, and industrial options
  • Blueprints included with game
  • Content updates planned
    Road & Traffic Features:
  • Basic road options
  • More options after launch
  • Street parking
  • And parking lots
  • Customize Intersections
  • Change lane connections. Change stop mechanism.
  • Traffic simulation
  • Traffic is real. Units travel from point A to B.
    Unit Simulation Features:
  • Schedules
  • Units will eat 3 times a day, work, run errands, relax (leisure), and sleep
  • Activities
  • Unit are assigned a queue of activities based on their schedule
  • Animations
  • Animations are paired with activity
  • Jobs
  • Units take jobs based on their education and age
    City Simulation Features:
  • Demand and supply
  • For all zone types / businesses
  • Municiple services and simulation
  • Fire, Police, Health, School. Will be improved after launch
  • Utilities
  • Electricity, water, sewage. Basic implementation, will expand after launch
  • City Budget & Costs
  • Overlays
  • Communciate information about your city
    Environment Features:
  • Weather
  • Sunny, cloudy, and wind. Precipitation is planned for after launch
  • Day / Night cycle
  • Terrain height
  • Cannot build on elevated terrain at launch. Will change before 1.0
    Other Features:
  • Micromap mode
  • Creative mode
  • Infinite funds
  • Modding
  • For now, players can share blueprints. Will expand after launch


    BUILDINGS & ZONES
    Feature Goal By Notes (applies to EA launch)
  • Classic zone placement
  • Early Access Limited zone dimensions for non-residential
  • Create custom buildings
  • Early Access Expect frequent content updates (more objects, architecture, etc)
  • Blueprints - Save and plop buildings
  • Early Access
  • Blueprints - Packaged with game
  • Early Access
  • Residential Buildings
  • Early Access All densities
  • Commercial Business Buildings
  • Early Access Low density only for EA
  • Service Business Buildings
  • Early Access Low density only for EA
  • Office Business Buildings
  • Early Access Low density and one type for EA
  • Industrial Business Buildings
  • Early Access Low density and a few types for EA
  • Municiple / Service Buildings
  • Early Access Low density only and a few types for EA
  • Mixed Use Buildings
  • Early Access Users can create them. Game may not ship with blueprints for EA
  • Building Construction
  • Early Access Wood frame only. Cement/steel after launch
  • Custom Roofs & More Types
  • Early Access Place roof tiles individually. More roof types
  • Blueprints on Steam Workshop
  • Early Access User generated content & modding
  • Carless buildings
  • Before 1.0 Connect buildings to road network via sidewalks
  • Place zones/buildings on elevated terrain
  • Before 1.0
  • Building foundations
  • Before 1.0
  • Garages
  • Before 1.0
  • Interior Layout Reusability
  • Before 1.0 Functionality that replaces objects with appropriate type. For example, if a business closes, use the existing layout for the new business moving in.
  • Room Blueprints
  • Unsure Save, copy, and plop individual rooms. Should be possible!
  • Varying room heights
  • Unsure e.g. Taller rooms for skyscrapers
  • Basements
  • Unsure Rooms below the ground with fixed camera angle may make this poor UX
  • Attics / Rooms under tall angled roofs
  • Unsure It's possible but requires a lot of work.
  • Procedural Generated Buildings
  • Unsure
  • Procedural Generated Rooms
  • Unsure

    Zone Type Business Type Goal By Notes
    Residential Residential Early Access All densities complete
    Commercial Grocery Store Early Access Low density only at launch
    Commercial Clothing Store Early Access
    Commercial Shoe Store Early Access
    Commercial Pet Store Early Access
    Commercial Movies Early Access
    Commercial Music Store Before 1.0
    Commercial Jewelry Store Before 1.0
    Commercial Gift Shop Before 1.0
    Commercial Outdoor Gear Before 1.0
    Commercial Plant Store Before 1.0
    Commercial Art Supplies Before 1.0
    Commercial Car Dealership Before 1.0
    Commercial Technology Store Before 1.0
    Commercial Drug Store Before 1.0
    Commercial General Store Before 1.0
    Commercial Furniture Decor Store Before 1.0
    Commercial AND MORE . . . Before 1.0
    Service Gas Station Early Access Low density only at launch
    Service Cafe Early Access
    Service Bakery Early Access
    Service Restaurants (various) Early Access
    Service Nail Salon Early Access
    Service Gym Early Access
    Service Mechanic Early Access
    Service Dentist Early Access
    Service Optometrist Early Access
    Service Arcade Early Access
    Service Massage Parlor Before 1.0
    Service Movie Theater Before 1.0
    Service Pet Daycare Before 1.0
    Service Tatoo/Piercing Before 1.0
    Service Hotels & Motels Before 1.0
    Service AND MORE . . . Before 1.0
    Office General Office Early Access Office simulation will be expanded after launch
    Office Law Before 1.0
    Office Taxes Before 1.0
    Office Accounting Before 1.0
    Office Technology Before 1.0
    Office Insurance Before 1.0
    Office Administration Before 1.0
    Office Customer Service Before 1.0
    Office Marketing & Advertising Before 1.0
    Office Banks Before 1.0
    Office Investments Before 1.0
    Office Consultants Before 1.0
    Office AND MORE . . . Before 1.0
    Industrial Farming (Crops) Early Access Industrial simulation will be expanded after launch
    Industrial Timber Early Access
    Industrial Machinist Early Access
    Industrial Gas Before 1.0
    Industrial Oil Before 1.0
    Industrial Metals Before 1.0
    Industrial Silicon Chips Before 1.0
    Industrial Chemicals Before 1.0
    Industrial Manufacturing Before 1.0
    Industrial Warehouse/Storage Before 1.0
    Industrial Stone Before 1.0
    Industrial AND MORE . . . Before 1.0
    Municiple Fire Station Early Access Limited municiple service simulation at launch
    Municiple Police Station Early Access
    Municiple Hospital Early Access
    Municiple Doctor Office Early Access
    Municiple Elementary School Early Access
    Municiple Middle School Early Access
    Municiple High School Early Access
    Municiple Library Early Access
    Municiple University Before 1.0
    Municiple City Hall Before 1.0
    Municiple Parks Early Access
    Municiple Public Pool Before 1.0
    Municiple Recreation Center Before 1.0
    Municiple Sport Courts Before 1.0
    Municiple Museums Before 1.0
    Municiple Jail Prison Before 1.0
    Municiple Street Maintenance Before 1.0
    Municiple AND MORE . . . ? Before 1.0


    TRANSPORTATION
    Feature Goal By Notes (applies to EA launch)
  • Essential road types
  • Early Access Placement, deletion. Basic types.
  • Federal Highway
  • Early Access Where vehicls enter/exit the map
  • Edit existing roads
  • Early Access Change road type
  • Street Parking
  • Early Access
  • Municple Parking Lots
  • Early Access
  • Free placement of sidewalks
  • Early Access
  • Edit intersection functionality
  • Early Access Change lane connections, add/remove stop lights, stop signs
  • Efficient Pathfinding
  • Early Access
  • More road types
  • Before 1.0 e.g. Highways, wider roads, asymmetric, bus lanes, dirt, etc
  • More pedestrian road types
  • Before 1.0
  • Intelligent traffic lights
  • Before 1.0 e.g. Count number of cars
  • Full collision detection
  • Before 1.0 Need to complete intersection and vehicle-pedestrian collision detection
  • Create outside road connections
  • Before 1.0 May not need this feature...
  • Road placement on elevated terrain
  • Before 1.0
  • Bridges & Tunnels
  • Before 1.0
  • Bicycles
  • Before 1.0
  • Motor bikes
  • Before 1.0
  • Busses & Bus Lines
  • Before 1.0
  • Trains
  • Before 1.0
  • Trams
  • Before 1.0
  • Planes
  • Before 1.0
  • Boats & Ships
  • Before 1.0
  • Taxis
  • Before 1.0
  • Vehicle accidents
  • Before 1.0
  • Close roads or lanes
  • Before 1.0 For accidents, construction, etc.
  • Curved roads
  • Unsure Predefined (like RollerCoaster Tycoon track parts)
  • 8 Degrees of movement
  • Unsure Will be A LOT of work


    CITY SIMULATION
    Feature Goal By Notes (applies to EA launch
  • Residential Demand
  • Early Access Split into low, medium, high density
  • Business Demand / Supply
  • Early Access (Commercial, Service, Office, Industrial, Municiple). c2b/b2c demand/supply is complete. b2b will expand after launch
  • Commercial Simulation
  • Early Access Jobs implemented. B2C implemented. Receiving goods will be part of industry update
  • Service Simulation
  • Early Access Jobs implemented. B2C implemented. Receiving goods will be part of industry update
  • Office Simulation
  • Before 1.0 Jobs implemented. Only general office business type at launch. More business types will be part of office update
  • Industrial Simulation
  • Before 1.0 Jobs implemented. B2B after launch. Launch will not have resource & product delivery
  • Municple Service Simulation
  • Early Access Fire, police, etc.
  • Affordability Mechanics
  • Early Access Net demand and building size determines if building will be profitable/stay in business
  • Building range of influence
  • Early Access For all businesses/services. Factors in net supply and distance (for building bonuses)
  • Visitors
  • Early Access Visitors stopping by to use a service (e.g. to eat)
  • Tourism
  • Before 1.0 Anything associated with tourism industry
  • External jobs
  • Before 1.0 Citizens working outside the city and vice versa
  • Abandoned buildings
  • Before 1.0 Businesses closing, residents moving out, and no one to take their place
  • Disasters
  • Before 1.0 Environmental, sociological, economical, shortages disasters. MIGHT be post 1.0
  • Electricity
  • Early Access
  • Water / Sewage
  • Early Access
  • Garbage
  • Early Access
  • Cable
  • Before 1.0
  • Mail
  • Before 1.0
  • Import / Export Utilities
  • Before 1.0
  • Road maintenance
  • Before 1.0
  • City Funds, Budgeting, Costs
  • Early Access
  • Taxes
  • Early Access
  • Macro Import Tax Loss
  • Unsure Anything imported costs ~30% more. This causes two problems:
    1.) Citizens have less money to spend locally. Less money to tax.
    2.) The city doesn't collect taxes from the creation of these goods
  • City Policies
  • Before 1.0 Lots of ideas here, too many to list.
  • Difficulty Levels
  • Before 1.0 e.g. Start with less funds, citizen/business sensitivity to taxes, etc
  • Talent Attraction
  • Before 1.0 Attract talent to your city from what it offers
  • Tax breaks to specific industries
  • Before 1.0 To encourage growth
  • City Council
  • Before 1.0 Hire "board members" to help manage city. Head of: Fire, Police, Health, Education, Religion, Transportation, Architecture, Lawyer, Treasurer, etc
  • City Council Simulation
  • Unsure Keep board members happy, determine their salary, etc. Each will offer in game benefits. If they're unhappy, you'll lose them!
  • Mayor Simulation
  • Unsure You can be voted out if you dont perform your job well. Lose board and other benefits. TBD
  • Compete against neighboring cities
  • Before 1.0 May limit which industries/businesses can boom in your city
  • Dynamic Demand
  • Before 1.0 Change citizen and business needs over time
  • Building luxury / economic levels
  • Before 1.0 Another way to attract talent to city
  • Purchase more land
  • Before 1.0 Expand the cities area
  • S-Tier Rewards
  • Before 1.0 Attract top-teir talent to open up a business in your city. e.g. One of a kind sushi restaurant, law firm, etc.
  • Counting resource/inventory
  • Unsure Every citizen and business keeps track of resources they need to function. Why unsure? Because it may not be possible since traffic is real time and the days are only 20-30 minutes long
  • Federal Funding with Requirements
  • Unsure Running short on funds? The feds got your back, but you have to build something for them... Will this be fun?
  • Police Chases
  • After 1.0 Fun bucket list goals, not promised
  • Visible Crime
  • After 1.0 Fun bucket list goals, not promised
  • Passage of time & advancements
  • After 1.0 Unlock technology, design, archicture, etc. Fun bucket list goals, not promised
  • Special events
  • Before 1.0 Special events related to your city. Parades?
  • Holidays
  • Before 1.0 Dates when people stop working
  • Celebrity visits
  • Before 1.0 Get notified when a popular person visits your city


    UNIT SIMULATION
    Feature Goal By Notes (applies to EA launch
  • Unit Schedules - Basic
  • Early Access Units will eat, go to work, sleep, go out for entertainment
  • Unit Activities
  • Early Access Current schedule and location determines actions/activities unit will choose
  • Unit Animations
  • Early Access Paired with current activity. More animations will be added over time
  • Unit Schedules / Network - Friends & Family
  • Before 1.0 Units will visit friends and extended family
  • Unit Schedules - Third Place
  • Before 1.0 Units will visit their third place (churches, communal activities, etc)
  • Families
  • Early Access Families move into homes
  • Happiness & Psychology
  • Before 1.0
  • Life Cycle
  • Before 1.0 Born, Growth, Death
  • Life Cycle - Activities
  • Before 1.0 Change interests/activities based on unit's age
  • Religion
  • Before 1.0 Various
  • Object based pathfinding
  • Early Access Unit activity determines object to path to
  • Choose pathing method
  • Early Access Vehicle vs walking implemented. Once more transportation options are added, this can be completed
  • Individual Bank Accounts
  • Unsure May be too complicated and in-game day too short to function


    OVERLAYS / USER INTERFACE
    Feature Goal By Notes (applies to EA launch
  • Units - Current Schedule
  • Early Access Color units by their current schedule
  • Business Supply Range
  • Early Access For each business. Show range of building until net supply drops below zero, or max distance is reached
  • Zone Type
  • Early Access Color buildings by their zone type
  • Business Type
  • Early Access Color buildings by their business type
  • Road Condition
  • Early Access
  • Traffic
  • Early Access
  • Electricity
  • Early Access
  • Water & Sewage
  • Early Access
  • Healthcare
  • Before 1.0
  • Deathcare
  • Before 1.0
  • Garbage Management
  • Before 1.0
  • Fire
  • Early Access
  • Police
  • Early Access
  • Administration
  • Before 1.0
  • Education
  • Early Access
  • Transportation
  • Before 1.0
  • Postal Service
  • Before 1.0
  • Cable & Telecom
  • Before 1.0
  • Leisure
  • Early Access
  • Tourism
  • Before 1.0
  • Outside Connections
  • Before 1.0
  • Residential
  • Early Access Show information about residential buildings
  • Commercial
  • Early Access Show informatino about commercial buildings
  • Service
  • Early Access Show informatino about service buildings
  • Office
  • Early Access Show informatino about office buildings
  • Industrial
  • Early Access Show informatino about industrial buildings
  • Building Level
  • Before 1.0 And land value
  • Company Profitability
  • Early Access
  • Natural Resources
  • Before 1.0
  • Population
  • Early Access
  • Happiness
  • Before 1.0
  • Workplace Availability
  • Early Access
  • Air Pollution
  • Before 1.0
  • Ground Pollution
  • Before 1.0
  • Noise Pollution
  • Before 1.0
  • Water Pollution
  • Before 1.0


    ENVIRONMENT
    Feature Goal By Notes (applies to EA launch
  • Day / Night cycle
  • Before 1.0
  • Weather
  • Before 1.0 Sunny/cloudy and wind implemented. Precipitation planned
  • Seasons
  • Before 1.0
  • Biomes
  • Before 1.0 Tropical, Desert, Forest, Plaines, etc.
  • Terrain
  • Before 1.0 Wont be able to build on elevated terrain at launch
  • Terrain Textures
  • Before 1.0 Texture Options
  • Bodies of water
  • Before 1.0
  • Map editor
  • Before 1.0


    GAME MODES
    Feature Goal By Notes (applies to EA launch
  • Micromap mode
  • Early Access Tiny map to create a single building on
  • Creative mode
  • Early Access No money, no problem
  • Mayor mode
  • Before 1.0 Walk around your city as the mayor. Visit council members? Not promised
  • Scenarios
  • Unsure A city has a problem you need to fix. Unsure, depends on interest
  • Sims-like mode
  • After 1.0 Fun bucketlist goal. Not promised
  • Multiplayer (creative mode)
  • After 1.0 Chill and build together. Not promised
  • Multiplayer (competitive mode)
  • After 1.0 Compete for talent for your cities against other players. Not promised
  • Zombie mode
  • After 1.0 Citizens turn into zombies. Police force attempts to defend city. Not promised


    GRAPHICS
    Feature Goal By Notes (applies to EA launch
  • Isometric graphics - 60 degrees
  • Early Access
  • Top down graphics
  • Early Access
  • Isometric graphics - 45 degrees
  • After 1.0 Not promised
  • Isometric graphics - 30 degrees
  • After 1.0 Not promised
  • More rotations
  • After 1.0 Not promised
  • Custom lighting engine
  • After 1.0 Improved version, more realistic. Not promised