
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:
- Deliver an adequate city builder experience and improve the experience to greatness by 1.0
- 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: | |
Frequent content updates planned | |
Save and plop buildings | |
Place zones, buildings construct within | |
Residential, business, office, municiple, and industrial options | |
Content updates planned | |
Road & Traffic Features: | |
More options after launch | |
And parking lots | |
Change lane connections. Change stop mechanism. | |
Traffic is real. Units travel from point A to B. | |
Unit Simulation Features: | |
Units will eat 3 times a day, work, run errands, relax (leisure), and sleep | |
Unit are assigned a queue of activities based on their schedule | |
Animations are paired with activity | |
Units take jobs based on their education and age | |
City Simulation Features: | |
For all zone types / businesses | |
Fire, Police, Health, School. Will be improved after launch | |
Electricity, water, sewage. Basic implementation, will expand after launch | |
Communciate information about your city | |
Environment Features: | |
Sunny, cloudy, and wind. Precipitation is planned for after launch | |
Cannot build on elevated terrain at launch. Will change before 1.0 | |
Other Features: | |
Infinite funds | |
For now, players can share blueprints. Will expand after launch |
BUILDINGS & ZONES
Feature | Goal By | Notes (applies to EA launch) |
---|---|---|
Early Access | Limited zone dimensions for non-residential | |
Early Access | Expect frequent content updates (more objects, architecture, etc) | |
Early Access | ||
Early Access | ||
Early Access | All densities | |
Early Access | Low density only for EA | |
Early Access | Low density only for EA | |
Early Access | Low density and one type for EA | |
Early Access | Low density and a few types for EA | |
Early Access | Low density only and a few types for EA | |
Early Access | Users can create them. Game may not ship with blueprints for EA | |
Early Access | Wood frame only. Cement/steel after launch | |
Early Access | Place roof tiles individually. More roof types | |
Early Access | User generated content & modding | |
Before 1.0 | Connect buildings to road network via sidewalks | |
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
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. | |
Unsure | Save, copy, and plop individual rooms. Should be possible! | |
Unsure | e.g. Taller rooms for skyscrapers | |
Unsure | Rooms below the ground with fixed camera angle may make this poor UX | |
Unsure | It's possible but requires a lot of work. | |
Unsure | ||
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) |
---|---|---|
Early Access | Placement, deletion. Basic types. | |
Early Access | Where vehicls enter/exit the map | |
Early Access | Change road type | |
Early Access | ||
Early Access | ||
Early Access | ||
Early Access | Change lane connections, add/remove stop lights, stop signs | |
Early Access | ||
Before 1.0 | e.g. Highways, wider roads, asymmetric, bus lanes, dirt, etc | |
Before 1.0 | ||
Before 1.0 | e.g. Count number of cars | |
Before 1.0 | Need to complete intersection and vehicle-pedestrian collision detection | |
Before 1.0 | May not need this feature... | |
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | For accidents, construction, etc. | |
Unsure | Predefined (like RollerCoaster Tycoon track parts) | |
Unsure | Will be A LOT of work |
CITY SIMULATION
Feature | Goal By | Notes (applies to EA launch |
---|---|---|
Early Access | Split into low, medium, high density | |
Early Access | (Commercial, Service, Office, Industrial, Municiple). c2b/b2c demand/supply is complete. b2b will expand after launch | |
Early Access | Jobs implemented. B2C implemented. Receiving goods will be part of industry update | |
Early Access | Jobs implemented. B2C implemented. Receiving goods will be part of industry update | |
Before 1.0 | Jobs implemented. Only general office business type at launch. More business types will be part of office update | |
Before 1.0 | Jobs implemented. B2B after launch. Launch will not have resource & product delivery | |
Early Access | Fire, police, etc. | |
Early Access | Net demand and building size determines if building will be profitable/stay in business | |
Early Access | For all businesses/services. Factors in net supply and distance (for building bonuses) | |
Early Access | Visitors stopping by to use a service (e.g. to eat) | |
Before 1.0 | Anything associated with tourism industry | |
Before 1.0 | Citizens working outside the city and vice versa | |
Before 1.0 | Businesses closing, residents moving out, and no one to take their place | |
Before 1.0 | Environmental, sociological, economical, shortages disasters. MIGHT be post 1.0 | |
Early Access | ||
Early Access | ||
Early Access | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Early Access | ||
Early Access | ||
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 |
|
Before 1.0 | Lots of ideas here, too many to list. | |
Before 1.0 | e.g. Start with less funds, citizen/business sensitivity to taxes, etc | |
Before 1.0 | Attract talent to your city from what it offers | |
Before 1.0 | To encourage growth | |
Before 1.0 | Hire "board members" to help manage city. Head of: Fire, Police, Health, Education, Religion, Transportation, Architecture, Lawyer, Treasurer, etc | |
Unsure | Keep board members happy, determine their salary, etc. Each will offer in game benefits. If they're unhappy, you'll lose them! | |
Unsure | You can be voted out if you dont perform your job well. Lose board and other benefits. TBD | |
Before 1.0 | May limit which industries/businesses can boom in your city | |
Before 1.0 | Change citizen and business needs over time | |
Before 1.0 | Another way to attract talent to city | |
Before 1.0 | Expand the cities area | |
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. | |
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 | |
Unsure | Running short on funds? The feds got your back, but you have to build something for them... Will this be fun? | |
After 1.0 | Fun bucket list goals, not promised | |
After 1.0 | Fun bucket list goals, not promised | |
After 1.0 | Unlock technology, design, archicture, etc. Fun bucket list goals, not promised | |
Before 1.0 | Special events related to your city. Parades? | |
Before 1.0 | Dates when people stop working | |
Before 1.0 | Get notified when a popular person visits your city |
UNIT SIMULATION
Feature | Goal By | Notes (applies to EA launch |
---|---|---|
Early Access | Units will eat, go to work, sleep, go out for entertainment | |
Early Access | Current schedule and location determines actions/activities unit will choose | |
Early Access | Paired with current activity. More animations will be added over time | |
Before 1.0 | Units will visit friends and extended family | |
Before 1.0 | Units will visit their third place (churches, communal activities, etc) | |
Early Access | Families move into homes | |
Before 1.0 | ||
Before 1.0 | Born, Growth, Death | |
Before 1.0 | Change interests/activities based on unit's age | |
Before 1.0 | Various | |
Early Access | Unit activity determines object to path to | |
Early Access | Vehicle vs walking implemented. Once more transportation options are added, this can be completed | |
Unsure | May be too complicated and in-game day too short to function |
OVERLAYS / USER INTERFACE
Feature | Goal By | Notes (applies to EA launch |
---|---|---|
Early Access | Color units by their current schedule | |
Early Access | For each business. Show range of building until net supply drops below zero, or max distance is reached | |
Early Access | Color buildings by their zone type | |
Early Access | Color buildings by their business type | |
Early Access | ||
Early Access | ||
Early Access | ||
Early Access | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Early Access | ||
Early Access | ||
Before 1.0 | ||
Early Access | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Early Access | ||
Before 1.0 | ||
Before 1.0 | ||
Early Access | Show information about residential buildings | |
Early Access | Show informatino about commercial buildings | |
Early Access | Show informatino about service buildings | |
Early Access | Show informatino about office buildings | |
Early Access | Show informatino about industrial buildings | |
Before 1.0 | And land value | |
Early Access | ||
Before 1.0 | ||
Early Access | ||
Before 1.0 | ||
Early Access | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 | ||
Before 1.0 |
ENVIRONMENT
Feature | Goal By | Notes (applies to EA launch |
---|---|---|
Before 1.0 | ||
Before 1.0 | Sunny/cloudy and wind implemented. Precipitation planned | |
Before 1.0 | ||
Before 1.0 | Tropical, Desert, Forest, Plaines, etc. | |
Before 1.0 | Wont be able to build on elevated terrain at launch | |
Before 1.0 | Texture Options | |
Before 1.0 | ||
Before 1.0 |
GAME MODES
Feature | Goal By | Notes (applies to EA launch |
---|---|---|
Early Access | Tiny map to create a single building on | |
Early Access | No money, no problem | |
Before 1.0 | Walk around your city as the mayor. Visit council members? Not promised | |
Unsure | A city has a problem you need to fix. Unsure, depends on interest | |
After 1.0 | Fun bucketlist goal. Not promised | |
After 1.0 | Chill and build together. Not promised | |
After 1.0 | Compete for talent for your cities against other players. Not promised | |
After 1.0 | Citizens turn into zombies. Police force attempts to defend city. Not promised |
GRAPHICS
Feature | Goal By | Notes (applies to EA launch |
---|---|---|
Early Access | ||
Early Access | ||
After 1.0 | Not promised | |
After 1.0 | Not promised | |
After 1.0 | Not promised | |
After 1.0 | Improved version, more realistic. Not promised |