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MEGACITY

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MEGACITY

Luke Wood · Published by Green Kamino · Official site ↗

Positive — 87% positive (15 reviews)

Last updated 28 Sept 2026

Govern a post-collapse megacity of 1,000,000+ citizens. 300+ districts. 10+ factions. 520+ technologies. 836+ commodities. 2000+ events. Everything is on fire, the budget is imaginary, and a vending machine just filed for union representation. Idle/strategy/sandbox/city builder.

Early AccessDJCTQ 14

£9.09

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £9.09 · Highest: £9.0913 Oct 2026

Indie, RPG, Simulation, Strategy, Early Access, Casual · 2026 · More £5 - £15 games

About this game

Govern a post-collapse megacity where every decree has a cost. Balance industry, survival, politics, war, ecology, and human lives in a darkly funny strategy simulation. Play in real time or take control one turn at a time. Megacity is currently in development and released as an EARLY ACCESS game and is under constant development.

ABOUT THIS GAME

The world ended. The paperwork didn't.

You are the Commander of a vast megacity built on top of a dead world. You did not build this city. You inherited it: crumbling infrastructure, humming reactors, hostile factions, crowded districts, and a population that expects you to keep the lights on.

You are part mayor, part warlord, part bureaucrat. The only thing standing between civilization and total urban collapse. You are not paid enough for this.

This is not a city builder. The city already exists. Your job is to stop it from killing itself.

A CITY THAT FIGHTS BACK

MEGACITY is a dystopian idle and strategy management sandbox simulation with the depth of a spreadsheet and the soul of a comic book. Govern through laws, policies, edicts, budgets, research, construction, diplomacy, espionage, military force, and the occasional act of bureaucratic desperation.

The simulation tracks the systems that keep a city alive: food, water, power, industry, trade, housing, employment, health, crime, corruption, morale, unrest, infrastructure, weather, radiation, and the biosphere. Every improvement creates new pressures. Every shortcut leaves a bill for someone else.

The city does not wait for you to notice it. Problems grow in the background, decisions echo through the districts, and a prosperous balance sheet is not enough if people cannot live there.

THE PEOPLE BEHIND THE NUMBERS

Your citizens are not just a population bar. Crime, accidents, disease, disasters, attacks, harsh weather, radiation, and military operations leave human consequences behind.

Residents can be wounded, sick, or missing. Some recover. Some do not. Deaths are recorded by cause, while injured and missing people remain part of the city's ongoing burden. Progress can reduce the damage, but it cannot make catastrophe harmless.

Your officers, advisors, captains, soldiers, workers, and commanders have their own roles, traits, loyalties, and failures. Competence matters. Loyalty matters more. Corruption festers quietly until it does not.

FACTIONS, FAITHS, AND POWER

Internal factions compete for influence over the city. The Authority wants order. Corporate interests want access. Criminal networks want territory. The Mutant Collective wants rights. The Rust Wardens control critical infrastructure and remember exactly who stopped paying them.

Factions have leaders, demands, loyalties, threats, beliefs, and changing relationships with one another. Negotiate, appease, manipulate, investigate, suppress, or let rivalries turn into open conflict.

Faiths move through the districts and pull at loyalty, crime, corruption, and unrest. Sponsor a faith, tolerate it, suppress it, or remain secular. If one belief takes hold, you can choose to build a leader cult around yourself—gaining influence while inviting schisms, backlash, corruption, and assassins.

MILITARY COMMAND

Build squads from distinct troop classes and combine them into formations with different strengths. Choose deployment doctrines, match troop composition to the mission, and use captains whose traits change how a squad fights, moves, and survives.

Recruitment and construction take time. Missions have real consequences. Casualties are persistent, injured troops need treatment, and a fallen captain does not have to erase an entire formation. Prepare a successor, preserve the squad, and decide what victory is worth.

THE WASTELAND AND THE BIOSPHERE

Beyond the walls lie irradiated deserts, toxic waterways, overgrown ruins, abandoned infrastructure, strange wildlife, settlements, raiders, salvage, and communities that chose life outside the city's control.

Send expeditions into the wastes, establish trade, recover technology, hunt megafauna, discover lost sites, and decide whether the land is a resource, a threat, or something worth restoring.

The wildlands are part of the city's future. Weather, radiation, pollution, ecological damage, conservation, and recovery feed back into public health, food, stability, and prosperity. A golden age requires a city that is livable, not merely rich.

INDUSTRY, RESEARCH, AND THE LONG BUILD

Expand an interlocking industrial economy through research, infrastructure, contracts, supply chains, trade, and construction. Choose what to manufacture, what to import, which systems to upgrade, and which shortages the city can survive.

Buildings and troop programs take time to complete. Training facilities, software upgrades, mega-projects, orbital infrastructure, and civic investment turn the city into a long-term project instead of a sequence of instant purchases.

Research reaches from practical survival systems to advanced statecraft, covert operations, orbital technology, and weapons capable of changing the balance of power. Every new capability opens another responsibility.

A LIVING NEWS FEED

The city reports on itself through a relentless broadcast ticker and a stream of dispatches. War declarations, ceasefires, construction, disasters, ecological shifts, policy changes, faction demands, expeditions, and public scandals become part of the daily record.

Expect dry announcements, impossible headlines, bureaucratic euphemisms, and the occasional story that is funny only because the alternative is screaming.

STORIES WITH CONSEQUENCES

Branching events and multi-stage storylines put people, institutions, factions, and the wider city under pressure. Responses can change resources, relationships, districts, the biosphere, and the future shape of the city.

There are no universally clean solutions. A compassionate answer may weaken the treasury. A ruthless answer may stabilize a district. A clever compromise may create a problem that arrives several turns later.

You can also take on contracts, investigate crime, run covert operations, manage officers, pursue personal interactions, recover lost knowledge, complete civic and wasteland projects, and leave a legacy through the choices that survive you.

TWO WAYS TO RUN THE CITY

Every new city asks one question before the trouble starts: real time or turn based?

Real time — the city lives on its own clock. Ticks pass, crises erupt, and the simulation can continue while you are away. It is the classic idle experience, with a full offline catch-up when you return.

Turn based - Nothing advances until you end the turn. Read every report, weigh every decree, and take the time to understand the consequences. When a crisis demands attention, the day waits for your response.

The world is harsh in both modes. The pace is yours.

IDLE FRIENDLY, WITHOUT BEING HANDS OFF

Real time mode supports configurable tick pacing, autosave, labeled save slots, backups, and offline simulation. Choose how deeply the city should simulate while you are away, then review what happened when you return.

Steam Cloud keeps saves and commander profiles available across devices. Start at the desktop, continue on a Steam Deck, and return to the same city with its history intact.

You can customize your commander profile and portrait, adjust the interface for your screen, and choose how much information you want to see before making a decision.

Every event, headline, gang dossier, faction leader, wasteland discovery, and institutional failure is written to give the city a distinct voice. MEGACITY is inspired by deep management games, dark absurdist comics, and the firm belief that strategy games should make you laugh while everything you built catches fire.

No microtransactions. No pay to win. No loot boxes. No battle passes. Just a city that needs running and a commander who signed up for this.

The world ended. The paperwork didn't.

  KEY FEATURES

- Dystopian idle and strategy city management

- Real time or turn based play

- Govern a living post-collapse megacity

- Balance economy, infrastructure, crime, health, morale, and survival

- Human consequences: wounds, sickness, missing people, recovery, and deaths

- Internal factions, faiths, leader cults, diplomacy, and intrigue

- Squads with troop composition, doctrines, captains, succession, and persistent casualties

- Wasteland expeditions, settlements, salvage, wildlife, and ecological recovery

- Research, construction, contracts, supply chains, and long-term projects

- Branching events, multi-stage stories, and consequential decisions

- Espionage, crime investigation, military operations, and officer management

- Dynamic weather, radiation, disasters, and biosphere pressure

- Live news ticker and reactive city dispatches

- Configurable offline simulation and catch-up

- Steam Cloud sync for saves and commander profiles

- Single-player and offline friendly

- No microtransactions or pay to win

- Solo-developed

## SYSTEM REQUIREMENTS

**Minimum**

- OS: Windows, macOS, or Linux

- Processor: Modern processor

- Memory: 4 GB RAM

- Graphics: GPU with WebGL support

- Storage: Available disk space

**Recommended**

- OS: Windows, macOS, or Linux

- Processor: Modern multi-core processor

- Memory: 8 GB RAM

- Graphics: Dedicated GPU

- Storage: Additional available disk space

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10
  • Processor: Any modern processor
  • Memory: 4 GB RAM
  • Graphics: Any GPU with WebGL support
  • Storage: 200 MB minimum / 1 GB recommended MB available space

Recommended

Recommended:
  • OS: Windows 10+
  • Processor: Intel i5
  • Memory: 8 GB RAM
  • Graphics: Dedicated GPU
  • Storage: 500 MB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    V2.11.2 Update.

    MEGACITY: V 2.11.2 Update - Build squads around distinct battlefield roles and filter recruitment by the role you actually need. - Preview squad composition, synergy, defense, and recovery before committing troops. - Choose **Balanced, Assault, Defensive,** or **Recon** doctrines. Doctrine now changes mission speed, power, and casualty risk instead of being a label with no bite. - Captains have relationships and succession. A captain’s death no longer automatically destroys the formation; a deputy can keep the squad operational. - Deployments, training orders, casualties, and squad leadership survive save and Steam Cloud reloads. - Military food, rations, ammunition, fuel, and other logistics are shown as their own operational pools, with clearer readiness explanations when a supply is short. Citizens and soldiers can now be wounded, sick, missing, or killed, with medical supplies, recovery, and cause-of-death accounting making those consequences visible. Medical storage has upgradeable capacity, and capped rewards now tell you when the city could not accept more. Officers, captains, rival leaders, and civic figures can be influenced through personal interactions. Relationships, temporary boosts, cooldowns, and consequences persist instead of disappearing when the screen closes. Factions, Institutions, and the Working City - Administrative institutions and the Administrative Bloc add new internal pressure to the city’s politics. - Factions can make demands, and responses now feed back into the wider simulation. - The Rust Wardens have a real engineering workforce ledger tied to infrastructure and production. - Population pressure, staffing, worker-scaled output, and supply-versus-stockpile demand now make the economy easier to read and harder to fake. - Commercial licenses show their payout in the Economy ledger, on the license card, and in an inbox receipt. Law enforcement operations now have visible outcomes before the dispatch arrives. The black market has real p...
    Read full article on Community Announcements (greenkamino522)
  • Patch NotesOfficial

    MEGACITY V.2.11.2 — Development Update

    # MEGACITY V.2.11.2 — Development Update A major update is on the way with improvements across the city, economy, contracts, stories, and Steam experience. - Steel and Goods now have clear, expandable storage through Supply Chain Distribution Centers - Production, trade, contracts, events, expeditions, and offline progress now handle storage consistently - Contract deliveries show exactly what arrived, while stalled and expired awards provide clearer warnings and recovery information - Conquered megacities can rebel when neglected for too long - The map, command menu, navigation, and recovery warnings are easier to use - Startup is faster and no longer applies offline progress before you choose Continue - Desktop players can open their screenshot folder directly from Display Settings - New players start with a cleaner white interface, while existing preferences are preserved - Game speed controls now explain tick timing in plain language - Commercial licenses clearly show their income and issue receipts - Numerous fixes improve Steam Cloud handling, save recovery, military systems, communications, and production displays Existing saves remain compatible.
    Read full article on Community Announcements (greenkamino522)
  • Patch NotesOfficial

    Development patch

    Development update.Since the last version update, MEGACITY has received one of its biggest development passes yet. This update is focused on making the city easier to understand, more reactive to your decisions, and much harder to accidentally break.## A more alive city- **Faction demands** now give rival factions clearer priorities and consequences. Respond to them, negotiate, or let tensions build.- **Wars now have a stronger rhythm**, with conflicts paced across in-game days and concluded wars preserved in the diplomacy archive.- **Recurring crises explain themselves**returning problems now warn you that they will come back until the underlying issue is fixed.- **Wildlands systems have expanded**, with better ecology interactions, new discoveries, and more meaningful biosphere consequences.- **Rare species discoveries are now one-time events**, so completing one no longer causes the same card to return later.- **Black-market purchases now have real outcomes**, with confirmation prompts before committing to risky choices.- **Contracts are more transparent**, including warnings when combined demand exceeds your income and partial recovery when contracts are scrapped.## Better production and military information- Production buildings now show their **inputs, outputs, staffing, throughput, and effective multipliers**.- Civilian production clearly separates **supply, stockpile demand, and actual output**.- Military logistics now makes the shared **Food pool** and ration usage easier to understand.- Training facilities and **Accelerated Training Doctrine** now show exactly how much time they save.- Training boosts display countdowns and clearly announce when the doctrine expires.- Company licensing and other economic systems have received balancing and persistence improvements.## More useful tools and navigation- Research search now covers the **entire technology catalog**, with category breadcrumbs that take you directly to the right place.- A new **Bestiary** screen ...
    Read full article on Community Announcements (greenkamino522)
  • AnnouncementsOfficial

    MEGACITY ROADMAP: MOVING FORWARD

    MEGACITY ROADMAP: MOVING FORWARDCommanders,MEGACITY has come a long way since launch, and most of that is down to you. With gratitude to every player who has reported bugs, suggested features, and kept their cities running through everything the wasteland throws at them.Here is where the game will be headed next.The usual caveat: This is a direction, not a schedule. Items may shift, split, or arrive in a different order, and ongoing bug fixes continue through all of it.THE WORLD MAP:I will be honest: the world map is not where I want it to be. It is getting a full overhaul:A bigger, full-screen map you can zoom much deeper into, with crisp artwork that stays sharp instead of blurring. Alongside that, North America and Canada will be finished, and South America completed as a full continent.THE WIDER WORLD:Beyond the Americas, the world will open up through connections rather than endless map. Discover a node on the East Coast and it may open trade routes to the survivors in Europe and other regions, new partners, new goods, and new stories arriving from over the horizon.A LIVING WORLD:NPC nations will begin acting on their own: trading with each other, forming alliances, holding grudges, and going to war whether you are involved or not. You will read about it in the news, feel it in your trade prices, and be able to take advantage of it.EVENTS AND STORIES:More multi-stage story events with real branching choices, where your decisions send the story down genuinely different paths. More world events too: brutal weather, disasters, and invasions and in the mid-to-late game, invasion threats arriving from other continents entirely. News articles are also being fixed so a story only runs when the event actually happened in your city.STEAM ACHIEVEMENTS:The in-game achievements, all 400 and counting, will be properly wired into Steam so they pop on your profile where they belong. Yes, really. I will do it, I promise.SANDBOX AND ROLEPLAY:More policies and edicts, and more w...
    Read full article on Community Announcements (greenkamino522)
  • AnnouncementsOfficial

    Peace Means Peace

    MEGACITY: Update 2.11.1: Peace Means PeaceVersion: 2.11.1Build: 25Released: 2026-07-13Save compatibility: Existing saves load as-is — nothing needs resetting.Three updates shipped today, rolled into one build. Wars now end properly, prosperity comes with standards, and two new stories are waiting in the residential towers. The city remains ungrateful.---THE HEADLINE: CEASEFIRES THAT ACTUALLY HOLD.Ending a war is now a real event instead of a rumor:- When you accept or counter-propose a ceasefire, a CEASEFIRE HOLDS dispatch lands in your inbox naming the faction standing down, and the same line crosses the news ticker once. Reject the offer or let it sit, and you get nothing — the conflict stays hot, on purpose.- Accepting a ceasefire now genuinely cools the aggressor. The instigating faction stands down instead of immediately drafting a fresh offer for the same war.- Identical ceasefire offers no longer pile up in your Active Incidents list, and the exploit where pressing ACCEPT TERMS on the same stale offer over and over farmed rewards is closed.- Older saves carrying stacks of duplicate offers clean themselves up automatically on load.- The in-game codex and the game manual now explain how ceasefires work, under FACTIONS & DIPLOMACY.TWO NEW STORYLINES- THE QUIET FLOORS and THE RED DOOR — two once-per-playthrough branching stories set inside the residential towers. Eight chapters each, and the endings depend on the choices you make along the way.A CITY AT WAR FEELS IT- Twelve new events that can only fire while the Megacity is at war: false air-raid alarms, a field hospital past capacity, a broadcast hijack, a missing conscript column, and other emergencies of a city on a war footing. Each comes with three ways to respond.THE GOLDEN AGE HAS STANDARDS- A thriving city must now be livable, not just rich. Golden-age stories require decent housing and a healthy environment on top of wealth and morale. Squalor with a strong balance sheet no longer qualifies.- When prosp...
    Read full article on Community Announcements (greenkamino522)

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