Urbek City Builder – Spotlight
City builders come in a variety of sizes and shapes, and although Cities Skyline is frequently seen as the benchmark for the genre, it is wise to do things differently to emphasise a new approach to building. That is what Urbek City Builder does. It’s a voxel-based function Object() { [native code] } that, in terms of how things operate, is comparable to a block puzzle game. As you progress from a small settlement of wooden huts to an expansive urban metropolis, the game drip-feeds the player a tonne of concepts and choices. Every choice has instant repercussions.
First of all, Urbek has no money. In order to advance in this game, you must balance resource chains so that each social demographic in your town can either remain stable or increase. That initially entails wood for the builder, followed by electricity for power and the capacity to have a job requiring some level of skill. However, as your population grows, happiness starts to have a significant impact. Add some green space to a new development to transform it from a slum into a downtown district. Need some more comfy social housing? Put a particular grid radius around where people can find recreation, food, and medical care. The core of Urbek is the micromanagement of resource function and building type placement, which is why it plays more like a puzzle than other games in its genre.
The beauty of it all is that you may design your city whatever you like as long as you maintain resources positive and generate more than you consume. This has significant social repercussions because you occasionally have to relocate employees to less pleasant living arrangements in order to advance to unlock the next improvement in housing, commerce, or industry. The middle class abhors pollution. The university students must not be choked by the coal mine. Your coal mine housing will also never give birth to any kids who can attend college. You will be turning people into workhorses, the rich, or the destitute since Urbek’s social demographic job is essential to city development. With the help of a fantastic user interface, all of your resources are readily available, and clicking on any structure reveals its upgrade route and what is necessary.
The user interface (UI) keeps you continually informed of the resources, happiness, population sizes, and uses, consumptions, and upgrade potential of any structure you choose. Additionally, there are landscape views and hot keys that emphasise different building kinds.
The number of people is frequently a threshold for advancement to attain huge city heights. This will make you think creatively and come up with fresh ways to be space-efficient as you fill up a map. This reminds me of how the upcoming video game Terra Nil creates nature. Constructing a city centre requires forethought from the beginning or determined building all at once because each grid space has needs that must be satisfied. This is due to the fact that you only have a very brief window of time before the structure is abandoned once a requirement isn’t being supplied. The city also changes depending on how effectively you balance other requirements like transportation. Lack of bus stops will cause buildings to become parking lots, which will slow down population expansion. There are positive and negative aspects to every decision you make because you require personnel and power to operate the buses. This also applies to the creation of laws. An edict in the game can be changed every six months. You can improve education at the expense of more power and workers with lesser skill levels. You can provide incentives for particular companies, residents, or services, but each will have a different impact elsewhere. Balance is the key. The biggest balancing act is between efficiency and resources. I discovered that it was easy to get caught in a cycle of improving food or power that soon gets eaten up by new tenants or upgrades, especially when social housing became accessible and citizens were moving in in large numbers. It prevents you from moving quickly and forces you to consider your next move a little more carefully.
Playing Urbek is enjoyable. You can descend into reality and explore it as in Metropolopolismania. It’s quite motivating to see how your activities affect the Urbek universe when you can watch your voxel environment change. The game’s tutorial is also very good, continually introducing fresh concepts and gameplay mechanics while guiding you through every progression system. It will take hours for a metropolis to grow. In an effort to create a clean metropolis, I started installing solar panels and wind turbines five hours in, but I still wasn’t close to the enormous city centre structures you can acquire later on. It is extremely engrossing to play, and Urbek has a lot to offer with new map sizes, biomes, level sizes, water layouts, and terrain formations being produced for each playthrough.
Rarely does a game completely engross me from the first moment of a brand-new game. I began my first attempt at this over the weekend while feeling ill with covid. I had no remorse because I continued to play till the early dawn, five hours later. This game is fantastic, and what’s even great is that it just seems to work right out of the box. Very, very highly advised.