In Urbek, you will be able to build a city of your own design! Manage its natural resources, improve the quality of life of the population, and build its neighbourhoods in your own way.NeighbourhoodsBreathe life into your city by building different neighbourhoods. Do you want a bohemian neighbourhoo...
In Urbek, you will be able to build a city of your own design! Manage its natural resources, improve the quality of life of the population, and build its neighbourhoods in your own way.
Neighbourhoods
Breathe life into your city by building different neighbourhoods. Do you want a bohemian neighbourhood? Build bars, parks and libraries, but keep a low population density nearby. Do you want a bourgeois neighbourhood? You need parks and luxury shops.
Manage
There is no money in Urbek. Instead, you will have to build everything with your own resources, such as food, coal, or skilled work. There are more than 30 different resources to manage! Manage your natural resources well, so that they do not run out before they can be replaced. How will you choose to produce the energy for your inhabitants and industries?
Educate
Education is fundamental! By producing enough qualified work and scientific work, you will be able to build more advanced buildings.
Observe
Move around at street level in order to get a more intimate sense of the city you are creating. See and feel the differences between neighborhoods the way your city’s residents do!
Organic growth
The growth of your city will be organic. Some constructions will appear according to the surrounding conditions. For example, buildings with more than two floors will appear in densely populated areas and with basic services.
You can place other buildings by yourself, but they need some conditions. For instance, the local market needs to be close to the farms. The university should have some high schools nearby, which, in turn, require nearby schools.
When it comes to designing your city, you have a variety of viable options. There are no buildings that are superior to others. Every decision will have its pros and cons. Bourgeois houses consume more food and need resources that cost more to produce, but will improve the quality of life of the residents there. On the other hand, improving the productivity of industries will produce more resources, but will diminish the quality of life for residents living in the area.
System requirements
Minimum system requirements:
Recommended system requirements:
Recommended system requirements:
Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
4 stars for an excellent indie puzzle builder with a lot of different scenarios, maps, and ways to win.
-1 star for developer who treats gog.com as 2nd class storefront, with two DLCs on Steam that cannot be found here. Developer will not answer any questions about gog.com release.
-1 star for developer who can't fix bugs the whole community is reporting. Worst being a case where buildings will not upgrade and you just see the message "no 1x2 model found" or "no 2x1 model found" over and over, preventing you from continuing on some paths.
TL;DR -- you'll get a lot of mileage out of this title if you buy it on Steam and don't mind the odd game-breaking bug that the dev has declared that they will not fix.
I'm only like 4 hours into the tutorial (takes hours to learn), but I feel someone has to write something about this nice and affordable little game :)
First of all, you can rebind your keys! You can also choose between moving camera with keys, or mousedrag, or enable mouse edge scrolling!
This isn't a regular citybuilder, instead it's all about placement.
Not like some cheap idle-clicker, but instead more like a puzzle.
To be able to place a building, or upgrade an existing one, certain criteria needs to be fulfilled.
You might need something within 3 square radius, while not having something else within 5 squares, and also needing four of something else within 6 squares, while at the same time fulfilling some global stats like population or happiness...as well as make sure you have enough production and food and energy to sustain it so it won't abandon right away.
There is no money/budget, you can build what you want, but some buildings cost production or wood to build, and then also consumes things like food/energy/laborers.
There are five different maps/biomes, as well as different sizes and tweaks of them.
While playing a map you will enter a certain ”path”, depending on which of the initial goals you start to work on first, for example wealth/productivity/leisure. To beat that map you must then fulfil that path by fulfilling all goals that come with it (click N to view).
So you always have goals to reach – the overall goals for the map, or just the next building/vehicle you want unlocked, or maybe just some personal plan for how you want a certain area to develop.
There are loads more, I've just scratched the surface of this, but I like it, and I have a feeling the developer will continue to work on this!
It's an interesting premise. In any SimCity you usually would hoard money to get more expensive buildings and spam them all over the map. This is a challenge that you must overcome in Urbek.
In Urbek, you need to place your building in specific patterns to create a synergy between them. If a specific building receives all necessary resources and synergies from the nearby buildings, it will have a chance to automatically upgrade. because you can't build a fully developed one on your own. If you keep on building synergies you can turn your small houses into skyscrapers, using relatively the same area.
It has a lot of charm, it takes a lot of inspiration from Latin American elements (mainly Chile, if fact, almost every building screams Chile) that separates it from other games of it's genre.
As a puzzle lover I can't recommend it enough. It's really worth it even at full price.
The first fresh approach to the now much flooded city builder genre.
Highlighting the use of resources, a la Banished, but with a friendly and less murderous path.
The new development, a procedural development of your city as your building auto-upgrade with the placement of supporting buildings.
This really is the best new city builder since Cities: Skylines. You can design your city with many neighbourhoods, such as religious or artist or shopping. It is a great combination, Cities: Skylines was too easy, and Banished quite difficult and not very pretty (yet punishingly brilliant). Urbek hits this great spot where you have a puzzle to develop within constraints yet it still allows you to easily design your choice city.
The only criticism, is the lack of story or pathos. This was probably a design choice, better to get no story than a poor one. These devs will go far, so I'd love to see an indie Tropico re-take that mantle with these new design elements.
Abandoned buildings turn into useless ornaments.
You can't identify what they were, and they don't reconstitute themselves.
As soon as some important buildings break down, your city collapses and you basically have start from scratch, if you can't catch it soon enough.
The developer seems to be aware of this for at least two years and acknowledged the problem but didn't fix it to this day.
The game seems to be nice otherwise, but this abandonment thing is a game breaker for me.
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