Aero City
A coastal city builder where people, jobs, and sustainable services grow together.
Start here: place a maker workshop beside a street, then Play city. Houses are built automatically as jobs attract residents.
Service readings: capacity / demand. Amber means a shortage. Building output depends on staffing, power, and street access.
City news
Keyboard & precise placement
Focus the map. Arrow keys move the tile cursor; Enter uses the selected tool; Space plays or pauses; R selects Streets; I or Escape selects Inspect. Or choose a tile below. X increases southeast, Y southwest. Use Move view to pan after zooming in.
Build with people
- Start production. Your 12 founders have four free workers after staffing the town hall. Place a maker workshop next to a connected street. Press Play city or Next day. Its job openings attract residents.
- Let homes grow. Residents build 12-person homes on empty land beside connected streets. Draw more streets to create home sites, but leave plots empty for houses and future buildings. People prefer parkland and avoid industrial neighbors when choosing a site.
- Make room for services. Groceries unlock at 20 residents, waste processing at 24, and solar power at 28. Water works unlock at 40, a repair lab at 45, vertical farms at 55, a hospital at 60, and a manufacturing center at 80.
- Balance the loop. There is no money counter. Population unlocks projects; free workers provide their minimum operating crew. People do not disappear when you build. More jobs attract more people, but shortages cap growth and can make people move away. Free crew is not the same as unemployment: employees can transfer to a new operating crew.
- Grow a sustainable city. Reach 200 residents with at least 80% ecology and an operating grocery store, waste processor, solar plant, water works, and hospital. You can continue building after reaching that goal.
What the simulation models
55% of residents are available for work, rounded down. The town hall offers four job places and reserves two workers. Every constructed building commits its stated minimum crew, even if its road is later disconnected. Free crew is the remaining workforce after those commitments. You need the building’s population threshold and free crew to build it. Existing buildings remain if population later falls; essential services get staffing priority, and understaffed buildings run below capacity.
Only streets connected to the town hall provide access. Buildings and homes need a directly adjacent connected street; buildings do not relay access. Streets also stand in for electricity, water, and supply connections. Town-hall starter supplies cover 32 people with food, 48 with water, 70 with care, 28 units of waste, and 12 units of renewable power. Power demand includes 0.12 units per resident plus workplaces.
Open jobs support a population at roughly one worker per 1.82 residents. Immigration is limited by jobs, food, water, care, waste, power, air quality, and connected housing. Newcomers arrive gradually; homes appear one at a time while there is demand and a connected empty plot. Service capacity scales with crew, job occupancy, and power. Manufacturing creates more jobs but also emissions and extra waste; parks and vertical farms help air quality. All power generation in this game is renewable. Ecology combines air quality, waste capacity, and power adequacy.
Shortages cause gradual out-migration, not an instant city collapse. A 12-person founding community always remains so you can recover. Clear unnecessary buildings to release crew, reconnect streets, or rebuild a workshop to restart growth. Removing an occupied home does not immediately remove people; it lowers housing capacity and the city adjusts over subsequent days.
This is a stylized strategy game, not a real urban or environmental forecast. There are no money, tax, construction-material, traffic-congestion, or detailed household-budget systems. Population and services are city-wide; home placement has local preferences. Buildings open immediately when placed.
Controls and saving
Click a building in the palette, then an empty plot beside a connected street. Streets can be painted by dragging. Inspect shows a tile’s staffing and access. Clear tile removes streets, homes, or workplaces; the town hall is permanent. Move view pans the map, the mouse wheel or + / − zooms, and Fit city resets the view. On a phone, select Move view before dragging the map.
Local autosave keeps one city in this browser on this device. It is separate from your account library and does not sync between devices. Private browsing or clearing browser storage can remove it. New city asks before replacing the local save. Returning to the page loads the saved city paused. Time does not advance while the tab is hidden or closed. Reduced-motion preferences stop decorative movement.