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Feedback Requested: Peaceful Alpine Megacity Builder / Exploration Game

Started by swissmatt Jul 22 at 5:53 PM 4 replies 450+ views
Original Post
swissmatt
swissmatt

Hi everyone,

I'd appreciate feedback on the design, rather than the technical feasibility.

The core idea is a post-scarcity future where humanity lives in spectacular mountain cities after much of the lowlands became difficult to inhabit.

Key mechanics:

  • Huge walkable mountain megacity.

  • Rivers, waterfalls and forests integrated into the city.

  • No money or mandatory jobs.

  • Players build homes, treehouses or skyscrapers over time.

  • Construction happens gradually rather than instantly.

  • Public transport connects the city.

  • Focus is exploration, creativity and social interaction rather than combat or survival.

The goal is to create a world players genuinely wish they could live in.

Questions:

  • Would this appeal to you?

  • What mechanics would make this engaging long-term?

  • What design problems do you immediately see?


A few images to inspire:

Matt_dev
Matt_dev

I really like the overall vision. A walkable mountain megacity with integrated nature is a strong fantasy, and the emphasis on exploration and creativity instead of survival makes it feel like a place players would actually want to spend time in.

For long term engagement, I'd focus on:

  • Meaningful progression through building and customizing homes.

  • Community projects where players collectively shape districts.

  • Dynamic world events (festivals, weather, migrations, seasonal changes).

  • Discoverable secrets, hidden locations, and evolving neighborhoods to reward exploration.

The biggest design challenge I see is motivation. Without combat, survival, or an economy, players need compelling reasons to keep returning. Social systems, collaborative construction, reputation, and ongoing world evolution would become the primary gameplay loop.

frob
frob

I'm not sure I understand, what is the design exactly?

"Players build homes, treehouses or skyscrapers over time. Construction happens gradually rather than instantly." Okay, how? Are players building one board at a time, a panel at a time, like building in Fortnite or in Ark or similar? Or more like Minecraft blocks? Or Roblox? Or are they building up drawing boxes and walls pop up, and furnish it like the Sims? Are they collecting the construction resources like stone and wood? Or do they click a box that says "skyscraper" and there's an animation that plays, and suddenly, building? Or something else?

"Public transport connects the city." So a game like Factorio or Satisfactory, where transportation is key? Is the transport gameplay, like Mini Roadways or Freeways? Or more like SimCity? Or do they already exist and the building needs to fit inside it?

"Focus is exploration, creativity and social interaction rather than combat or survival." Social game? Large player base or collective building? PVE where the game creates specific scenarios and goals? PVE simulations where the game has occasional disasters and players build up pieces? Sandbox with no direction? What are the social interactions? Social interactions that are turn-based, or that are interactive? What's the scale of the interaction, a thousand players and everyone contributes a brick, vs two players building to goals like first to the finish, highest stable building or just slow sandbox like Minecraft? Or like Roblox?

What's the gameplay? Is this a variant on a 4X game, a city-building game, a sandbox game, something else?

I don't see the information needed to actually answer your questions about if it's something I'd be interested in.


swissmatt
swissmatt

Thanks for the feedback. I think I've done a better job describing the world than the gameplay, so here's a clearer summary.

The game is an open-world multiplayer sandbox where players collectively shape a persistent mountain megacity over many years.

The city already exists, but there are undeveloped districts and surrounding wilderness where players can unlock plots of land through a reputation system rather than money. Reputation is earned by exploring, completing missions, contributing to community projects, designing popular buildings and helping other players.

Building uses a modular architectural system (walls, floors, windows, bridges, gardens, interiors, etc.). Once a design is approved, autonomous construction robots gradually build it in real time. Players can watch foundations being laid, cranes operating, steel frames rising and buildings slowly taking shape over hours or days, allowing the city to evolve naturally rather than having structures appear instantly. NPCs can build as well so its not just you the player.

A key part of the concept is that the world doesn't revolve around the player. NPCs have their own simulated goals, relationships and ambitions. They may decide they want to build a home, open a café, start a family, move closer to friends, renovate their house or commission a player to design a building for them. They can form friendships with the player and with each other, creating neighbourhoods that develop organically over time. The player influences this living society rather than controlling it.

The core gameplay is:

  • Explore a vast alpine megacity and surrounding mountains.

  • Design homes, cafés, hotels, parks, treehouse villages, bridges and skyscrapers.

  • Complete missions and community projects to build your reputation.

  • Accept architectural commissions from NPCs and other players.

  • Visit, collaborate with and be inspired by other players' creations.

  • Leave a lasting mark on a world that continues to grow and change whether you're online or not.

The closest comparison would be an open-world sandbox combined with architectural building, life simulation and a persistent online world. Rather than managing the city as a mayor, you're one citizen among thousands—both players and NPCs—helping shape a living society that continues to evolve over time.

Matt_dev
Matt_dev

I think this explains the gameplay much better. The only thing I'd focus on is making sure players always have meaningful reasons to explore and contribute, but the overall vision is very compelling.



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