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Atmocity is a resource management and city building sim meets Minecraft. Allowing players to build sprawling cities that defy gravity.

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Progress update - Atmocity


Been having to spend quite a bit of time managing my other two games this week along with day job stuff.
But I have made some progress! I've settled on the resources that will go into the game (possibly there will be additions, but not highly likely):

goods - produced in industry
cereal - produced in cereal farms
legume - produced in legume farms
fruit - produced in fruit farms
processed food - produced in food processing plants, input cereal, legume and fruit

The above resources are required by commercial buildings and residential buildings along with water.
Because Atmocity is a bit weird in that you're not building a city on the ground, you don't build mines for resources etc.
So what there is, instead, is a Water Absorbent Plant for water production and Atmospheric Particle Filtration Plants (dirty but efficient) and Centrifugal Particle Extractors (clean but inefficient and pricey) to filter out particles in the atmosphere. The particles are sand, metal particles and silicon particles.
With these filtered particles as input you will be able to produce concrete, glass, processed metal and electronics that will used to construct buildings and to earn money.
There will also be forests that produce wood (duh) that can be processed into planks.

Recycling plants will also "produce" some of these resources.

With the resources pretty much picked, I will be beginning work on the new and expanded ui. Alongside this work I will be adding in building efficiency, so that buildings that lack fundamental resources like water, electricity and labour won't produce outputs and buildings that lack part of an input will produce less output.

Work on the new building placement code is now also complete. When selecting a building to place, a hologram appears:

The new code also allows for speed placement of buildings - ie, you don't need to click select a new building every time one has been placed. Intended primarily for quick placement of numerous residential, commercial and industrial zones.

I've slowed down work on buildings and will resort to boxing when testing new things from now on. But there are a few new things:

Fifth density of middle class is finished for now.

There is now a hospital building:

And just some other stuff:

That's all progress for this week. :)

Canals and a general update

Canals and a general update


I've been slow to update on indiedb, that will change moving forward.

Steam store page, early access and release date

Steam store page, early access and release date


I haven't updated that much here (or anywhere else for that matter), but there has been quite a bit of progress on the game!

Mapping out a user interface for the Alpha release

Mapping out a user interface for the Alpha release


Early design of Atmocity user interface and the decisions that went into making it.

Atmocity mechanics

Atmocity mechanics


A write-up on some of Atmocity's core gameplay mechanics.


Graphically looks great

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CorrectureGames Creator

Thanks :D Hopefully it will end up playing as well as it looks. :)

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Correcture Games AB
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Don't miss Brink of Extinction and Twinstack at the #steam #summersale at 65% and 75% off. Store.steampowered.comT.co

Jun 23 2018

Four stylishly placed concrete manufactories. #games #indiegamedev #screnshots #gameart #gamedevelopment #gamersT.co

Jun 18 2018

Dirty industry (and particle filtration plant in the back) #screenshotsunday #indiegamedev #gamedevelopmentT.co

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Brink of Extinction at a whopping 60% off! Store.steampowered.com #games #gamers #indiegames #game #steamsaleT.co

Jun 13 2018

More cityscape, added more nighttime emission maps and pine trees give the clinic a visual boost.… T.co

Jun 10 2018

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