
Run a post-collapse megacity where every decree has a cost. Balance industry, survival, politics, war, ecology, and human lives in idle-strategy simulation. Play in real time or one turn at a time. Idle/strategy/sandbox/dystopian/city builder.
Modeled estimate, not a reported figure. How we estimate →
About

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
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Reviews
Şehir kurma ve yönetim türüne farklı fikirler eklemeye çalışan, potansiyeli yüksek bir yapım. Kaynak yönetimi, stratejik kararlar ve atmosfer başarılı şekilde bir araya geliyor. Türü sevenlerin takip etmesi gereken, gelişimini merakla izleyeceğim oyunlardan biri.
If this game wasn't stuffed to the gills with blatant undisclosed chatgpt writing and artwork, I would have been inclined to have called it an endearingly janky hidden gem, but it's almost hard to find some aspect of the writing in this game that wasn't made by genai.
It's a micro-management nightmare, and I love it.
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Languages: English
As wide as an ocean but as deep as a puddle. Definitely made with AI, the question is how deep does it go - is the game design itself generative? Lots of broken or meaningless systems, the difficulty is non-existent and quickly turns into pumping 5-6 types of buildings (out of like 500) on repeat to build cash which you ultimately do nothing with.
Офигенная игра! Кому нравится тема киберпанка и апокалипсиса однозначно зайдет. В игре мы являемся главой мегагорода. В игре есть все: торговля, разные события, производство огромного числа и товаров, контрабанда, посылание в пустоши команд разведки, шпионаж, геноцид мутантов, исследование технологий, строительство разных зданий под конкретные нужды и еще 10-ки разных вещей. И главное патронов много не бывает. Единственный минус этой игры, то что она не на русском языке.
actually kinda good ngl
I like this game, it's a kind of games I want to see more. Maybe there will be some day a fantasy kingdom sim with this deep detail. I like a lot of tabs and possibilities. There are minor problems though. The font is barely readable in event outcomes, I can't distinguish if I get credits or lose them. Events are decorative mostly. For example, I pay for a building but I don't get the building but just some +1 happinness that was 100% anyway. I've played for 15 hours and have just solved the starting crises on easy difficulty. I had to go through all the dozens of menus to find a way to get credits. If I didn't do that I'd be still in a crisis because basic tax revenue is very low. Now is the time to grow and it seems there are many ways to do that.
WOW THIS GAME IS AWESOME!! Why does this not have more players? the ui is still a tad clunky as of yet, but damn, it has so many systems that work in tandem (it is sometimes unclear wheter systems are actually interconnected or not, but I think the intention is to make them all interconnected) to anyone who has ever played a managment game of any kind and doesn't mind a deep challenge, PLAY THIS
honestly , its um alot to grasp. I thought I turned the game off. closed the program. woke up to 3m dollars a severely collapsed city lol. no idea what I am doing.
I'm actually loving this game! I can never get enough of dystopia, in fiction anyway. It's a little clanky but that is how it goes sometimes with early access and takes a while to get your head around it and figure out how things work. I can definately see what they are trying to go for. I'm pleased to see the ai slop is being removed, seemed unesessary anyway. The game is regularly updated and I'm kind of hooked right now and excited to see where it goes. I'll be watching closely.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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