Posts Tagged ‘Citybound’

DevLog Watch: Cogmind, Fritz, Tiny Wizard

By Graham Smith on May 12th, 2014.

Games: a bit varied, really.

CONNECTING...

CHECKING STATUS...

LINK ESTABLISHED

> ARE YOU RECEIVING THIS?

> Sorry, I had caps lock on. I've been trying to contact you for a fortnight, but a sinister threat has kept us apart. These "bank holiday Mondays" can only be the work of the Indie Cabal, hoping to keep their ranks closed by preventing the dissemination of hot, new GIFs and links to in-development games. But they can't stop our work. Come, dive quickly below. This message is beyond their reach, but not for long.

> Self repairing robots! The Great War! Unshitty wizards!

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DevLog Watch: XenoRaptor, Citybound, Dwarf Fortress

By Graham Smith on April 7th, 2014.

How colourful videogames are. Even ASCII.

It’s Monday and, if you have the same system shocked headache as I do, you might find it comforting to peruse a selection of in-development games. There are videos, there are GIFs (but only one!), there are fine anecdotes. There are promises of a brighter future somewhere on the horizon. It’s videogaming ibuprofen.

Cyberdragons! Colour blindness! Dwarven rumours!

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Citybound Aims To Be What We Wanted From SimCity

By Nathan Grayson on March 4th, 2014.

Beneath a mess of half-baked systems and massively detrimental online requirements, SimCity actually had some pretty cool ideas. Simulation of individual people and entities? Community options for those who want them? Curved roads? All interesting stuff on paper. Unfortunately, the reality of Maxis’ latest city builder failed (rather miserably) to live up to those promises, and Maxis has been struggling to build something workable from the pieces ever since. Enter Citybound. Its goal? To construct a city sim from the ground-up with a focus on single-player, out-of-the-not-a-box moddability, and simulating a truly sizable geographical region – not an itsy bitsy ant hill town. Also curved roads. Always curved roads.

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