
Screenshots

Watch trailer on Steam ↗Amberspire
Lunar Division · Published by Bithell Games · Official site ↗
Very Positive — 89% positive (70 reviews) · 17 achievements
Last updated 2 Oct 2026
A science fantasy dice city builder. Construct buildings, manage resources, and build in harmony with an alien ecology. Beneath the glow of a gas giant, Amberspire will grow and prosper into a flourishing city atop the ruins of an abandoned moon.
£19.99
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Price history
Indie, Simulation, Strategy · 2026 · More £15 - £30 games
In Amberspire, manage resources and construct buildings to harmonize with an alien ecology. Under the gas giant's glow, grow your flourishing city on a moon once abandoned.
About this game
Strategic dice rolls, keen population management, and navigating factional rivalries are all vital to thriving in Amberspire. Beneath the glow of a gas giant, build your city in harmony with an alien ecology. Atop the ruins of an abandoned moon, a new city dawns.

Dice are at the heart of Amberspire. Each building has a unique die to roll for creating resources, used to construct and operate other buildings. Buildings may not always give you the resources you need, so you and your city will adapt to what fortune provides.

The moon orbiting the gas giant Amber has developed an unusual ecology – viscous floodplains and rust blooms, dense fog and silica grass dominate the environment. They will impact your city's growth and must be managed, but cohabitation is better than eradication.

The citizens of Amberspire have their own goals and rivalries with your city caught in between their grand hopes and nefarious intentions. Influence their plans to avoid their ire and prosper.

Dice-driven systems govern resources, buildings, weather, and events. Dice guide you to play reactively and create interesting scenarios.
Systemic ecology and citizen dynamics create a lively and unique world. The residents of your city grow according to their environment. Likewise, the weather and ecology of the moon respond to the increasing number of buildings and can threaten your progress.
Factions and political drama can dramatically affect your capabilities. Dynamic events infuse the story of your city as factions compete with each other.
Hand-drawn isometric art beautifully realize the buildings that comprise your city, and lush portraits depict the many factions in the galaxy.
An original soundtrack composed by nervous_testpilot that brings to life the unique world of Amber and its moon.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: 1.4 GHz Intel Core i5
- Memory: 4 GB RAM
- Graphics: Integrated
- Storage: 4 GB available space
Supported Languages
Latest news
Patch NotesOfficial
Hotfix 2
Fixed supply line displays for buildings affected by the Shipyard. Fixed a hang when opening the rulebook while holding a die. Allowed a left mouse click interaction on the dice tray to release a held die. Thanks for playing Amberspire!Read full article on Community Announcements (Lunar Division / Nic)Patch NotesOfficial
Hotfix 1
Corrected the swapped tooltips of influence and residents. Fixed the interaction between Shipyard and certain terrain buildings. Thanks for playing Amberspire!Read full article on Community Announcements (Lunar Division / Nic)Press Coverage
Amberspire review - a strategy game dedicated to the dicey ecopoetics of urban sprawl
The key thing to know about Amberspire is that it isn't a city-builder in the SimCity sense, but a turn-based boardgame puzzler in which you don't so much 'build' a city as you do manage a tumult of unpredictable, city-flavoured agencies. Created by Lunar Division, developers of The Banished Vault, it takes place on the surface of a moon-sized mausoleum - a vast Venetian graveworld whose fractured isometric crust reveals level after level of archways and catacombs, sinking beyond sight. The all-pervading presence of the crypt reminds me of London's old church cemeteries, crushed like dandelions between mishappen skyscrapers, refusing to be written out of the tale. It also immediately undercuts your primary objective of building a city populous and advanced enough to win recognition from other planets. However high your towers rise, your city is just another layer of debris and pollution applied to a strangely fruitful necropolis. This isn't a lesson in humility. It's an invitation to enjoy city-building as the act of dancing with a deathly ecology. Read moreRead full article on Rock, Paper, ShotgunAnnouncementsOfficial
Micro and Macro History
Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not change over the course of development. - nicToday's design diary is written by the other writer on the game: historian, academic, and game developer Holly Nielsen. Holly was brought on to the game to bring a historian's eye to the writing and worldbuilding, but in a way to make sure things stay believably vague and contradictory, and in my biased opinion you're in for a treat.Hello! I’m Holly Nielsen, a historian, writer and narrative designer. I’m lucky enough to be working on Amberspire, and Nic has kindly offered this space to let me discuss our approach to narrative..Being a historian shapes the way I approach narrative and worldbuilding for games in numerous ways, far too many for one post. So for this piece I am limiting myself to talk about one particular aspect- macrohistory and microhistory and the interaction between the two. Macro are the large scale and long term aspects: the big events, wars, eras, the exceptional moments with far reaching consequences, etc. While the micro are the smaller scale: intricacies of everyday life, a community, an individual, a building. Both of these are interesting in their own ways, but it’s where they interact that I often find the most potential for storytelling.An example of how the macro relates to the micro in Amberspire is the mausoleum. As Nic examined in an earlier post, the city you build is on top of a giant mausoleum where the ground can crumble revealing the dark arched chasm beneath. At first it felt intimidating to try and place something that seems so terrifying in the everyday lives of those in a city. But quickly I realised that we do it every single day, and that people are very adaptable to living with a constant potential threat....Read full article on Community Announcements (Lunar Division / Nic)Community & EventsOfficial
Faction and Event Design
Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not change over the course of development. - nicFrom a design perspective, the factions and events form the third major element of the game, alongside the dice and the environment. The goal is to create a narrative quality to the game and city that is missing from the other two parts.The dice and environment provide a large and detailed systemic representation of the city. There's many little stories that come out of them, but they represent the city and environment as a series of processes with relatively fixed inputs and outputs.The factions and events represent the people, communities, and ideologies in the world, and they are weird! The events are meant to depict what the systems can't - strange occurrences, people being goofy or aggressive or helpful. The events also describe much of what happens beyond the city, in other settlements in the solar system and in systems beyond. This layer is something that narratively you are aware of as you control the city, but do not have direct control of.EventsDesigning the event system was tricky, and a lot of ideas came and went. I wanted to keep events and factions simple so that the focus remained on the city building, and so that it did not feel like the factions were playing a game without the player. A typical 4X or strategy game has the player and AI on (roughly) equal footing mechanically to simulate the idea that everyone is at the same table playing the game, which was not the goal here.Skipping over the dozen discarded ideas, the factions came down to being represented by two values: strength and disposition. If a faction is strong enough and has a disposition towards you, a mechanical effect is applied to the entire city at once. These can be...Read full article on Community Announcements (Lunar Division / Nic)






