Devlog 02
A day in the leisure district
We spent a build pass on the hour-by-hour footfall model. Venues now open and close on their own schedules, staffing costs rise at night, and rain moves demand indoors fast enough that you can watch a terrace empty.
The side effect we did not expect: players started laying out the district around transport rather than around attractions, because getting a crowd home at one in the morning turned out to be the harder problem.
Devlog 01
Rewriting the freight timetable
Freight used to resolve itself: wagons appeared where they were needed and the player never saw the schedule. It made the industrial district feel like a vending machine, so the timetable is now something you own — yards hold a fixed number of wagons, routes run on the hours you set them, and a line left on its defaults falls behind as the city grows.
The change pushed a lot of decisions back into the player's hands without adding a single new menu, which is roughly the rule we hold the rest of the build to.