current progress snapshot backed by gameplay, determinism, and perf evidence
Deterministic living-city simulation
Build the city. Run the economy.
Equity City
A player-first city sim where jobs, wages, contracts, and company control unfold inside a fully deterministic economy. The latest Phase 1 update shares fixed-seed stability checks, large-map runtime evidence, and a city that is becoming more readable at a glance.
Current build feel
Readable scale, visible systems, and a city you can actually operate.
identical scripted outcomes across three consecutive runs
recorded xlarge 50-tick average in release-mode perf evidence
Why it feels different
Simulation depth turned into visible game feel.
This is not a black box economy. The site should show why the city is interesting to run, not only that the code exists.
A living economy, not a fake meter
Companies hire, citizens work, contracts settle, and the city's balance moves because simulated actors are actually making choices inside the model.
Systems you can read while they run
Debug HUDs, Telex events, and observability tooling make the city legible. The point is not hidden math. The point is watching the machine think.
Growth that stays readable at scale
From zoning blocks to dense street walls, the city keeps its shape. You can zoom out for macro structure and still trust what you're seeing up close.
Product proof
From district scale down to operable systems.
The screenshots carry the argument: city growth, system control, and close-range readability all need to be visible at a glance.
Screenshot 1
City-scale growth
Full-map views show how density, road layout, and district shape emerge together as the simulation matures.
Screenshot 2
Commands, telemetry, and live control
The latest Phase 1 build puts city density, inspector tools, minimap context, and runtime telemetry in one frame. The simulation is no longer hidden behind the curtain.
Screenshot 3
Lot-by-lot inspection
The parcel inspector makes individual buildings legible. Ownership, valuation, floors, and rent surface directly on top of the city instead of hiding in a spreadsheet.
Screenshot 4
Street-grid readability
Close-up views keep roads, lots, and buildings legible, so scale never comes at the cost of understanding what the city is doing.
Screenshot 5
Playfield-first HUD
The in-session HUD keeps the city front and center while still exposing speed controls, economy counters, map orientation, and command access for active play.
From dev log to living city
The latest weekly updates.
Each entry translates a technical milestone into something the city can now do, show, or simulate.
March 12, 2026 - March 13, 2026
Week 8: Phase 1 Update (Proof, Stability, and Scale)
The last few weeks made Equity City feel alive. This week was about proving that feeling holds up under pressure.
Read entryMarch 9, 2026 – March 11, 2026
Week 7: Advanced Economics (Equity & Control)
In a capitalist city simulation, the CEO is king. But what if the CEO is just an employee of the shareholders? This week, we implemented the final piece of the economic puzzle: Equity & Con…
Read entryMarch 2, 2026 – March 8, 2026
Week 6: The "Living City" Comes Alive
This was our biggest week yet. We hit the Living City milestones (LC1-LC5), transforming a headless simulation into a vibrant, visual world.
Read entry