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simhood

In early development

simhood

A city builder where the depth isn't traffic: it's the economy, society and politics of the people who live there.

The simulated town from above: a grid of streets lined with houses under red, orange, ochre and slate roofs
From the latest dev log entry, The simulated town, in 3D.

What it is

simhood is in the spirit of Cities: Skylines, but the heart of it is how a city lives: work, money, housing, shops, moods, and in time politics, leisure and tourism, all running as real systems built from many simple parts.

  • A city that actually lives

    Every resident has a home, a job, a daily plan and a mood. Prices, rents and wages come out of real markets where households and firms trade, so when something changes, it changes for a reason.

  • You are the steward

    Watch the city, read what it is telling you, and pull the right levers at the right moment: taxes, budgets, services, and later zoning, transit and schools. Effects arrive late and ripple further than you expect, so timing is the skill.

  • Ask why

    Any number can be traced back to what made it and what changed it. People complain only about problems that are real, because every complaint comes from something that actually happened in the simulation.

  • Same seed, same city

    A city replays exactly from the same start, on any computer. That makes it a fair sandbox for experiments, a tool for teaching economics and sociology, and open ground for mods and other ways of viewing it.

Where it is now

It's early. The simulation runs a small town with residents travelling to work, jobs, shops, prices, pollution and a city budget you can adjust, played for now through a web dashboard. The 3D view has only just started drawing that town, with placeholder shapes. The simulation comes first and the graphics last, so expect plain looks for a while. There is no release yet.

From the dev log

All entries