
So I knew that people liked those kinds of things.” But whenever I would encounter people in the games industry, a lot of people had played with it.
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“I knew that Brick Block had been very popular, I don’t have numbers on it, as it’s free and I don’t have any proper tracking. It’s an obvious precursor to Townscaper, letting anyone create charming little brick buildings in their browser. The next stepping-stone was browser-based creative tool Brick Block. And when I would go on a train, I would scroll through the pictures and choose one to draw on.” “When I went out in nature, I would take nice little pictures and have a collection. He worked on these while on long train rides across Sweden to see relatives.
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Stålberg drew them on using a tablet and an app, which kickstarted a whole series of such images. And I thought, that would be fun with some houses on.” When I still worked at Ubisoft I saw a photo a colleague had taken of a half-rotten tree stump. “I tend to oscillate between making climates and small architectural dioramas,” he explains.īut earlier than that, Stålberg was obviously keen on architecture in miniature form. Stålberg tells us that Townscaper is “the latest instalment in an ongoing exploration of tile-based procedural generation.” Before this project, he experimented with the method across a number of personal projects as well as a big indie title: Bad North – which he created as a part of studio Plausible Concept. Instead, looking back at creator Oskar Stålberg’s previous work, you can see a clear line through his projects leading up to this point. It could use a few customization options for a more personalized town, but all in all, it is a game that speaks to your creative soul.Unlike the little towns you make, Townscaper hasn’t just popped out of nowhere perfectly-formed. There is also no goal that you need to meet, so you can play at your own pace. For a game with very simple gameplay, it offers a wide creative avenue that you can explore.

Townscaper provides its players with a Z en-like experience. These lapses can be a bit frustrating since the game has so many avenues for creativity. Moreover, it is difficult to carve curving paths. It also lacks modes of transportation, such as trains and cars. There are no differently-shaped blocks to allow you to build unique-shaped houses.

For one, it is impossible to create circular buildings. However, as expansive the creative possibilities that the game provides, it could use a few more customization options. Sure, the game has a multitude of small elements that make it hyper lively-such as seagulls on the roof, tiny Wellington boots on the doorsteps, and mailboxes-but it does not affect the gameplay. There are no people to check on and goals to meet like The Sims 4, and there are no turnips to purchase and friends to interact with like Animal Crossing. Unlike other simulation games, it does not require you to do anything other than build your town. If you feel like you’ve added a building that is not to your liking, you can destroy it by clicking right. Many of these details are randomized, but they add life to the town you’re making. It also adds ladders to go down the water and clothesline between buildings. It even adds gardens when spaces are enclosed. It can add terraces, arches, and bridges as you play. Players also need not worry about the details of the house they’re building since the game has a hidden algorithm that handles such details. To make your town colorful, the game provides a color palette. The third and fourth click will make the building rise. The first left-click on the water will build the foundation of your first building-clicking on the same spot a second time will build the house. From that canvas, you can start building your town.

You start the game with a blank canvas of the blue sky and an empty sea.
