In development
Traffic Light District
Build the roads. Time the lights. Beat the gridlock.
Across about 25 islands, every district produces something the others need, and it all travels by road. Draw sweeping curves, bridges and highway ramps, and junctions form wherever two roads cross. Then time the lights, plan the lanes and grow your farms into factories, shops and towns.
Every upgrade brings more traffic, and the jams will come. Can you outsmart them?
- Expected release
- Platforms
- Windows, macOS, Linux, Android, iOS
- Genre
- Puzzle, Simulation, Strategy
- Engine
- Godot 4
(SOON) Wishlist on Steam
Watch the devlogDevlog
What got built, what broke, and what went sideways.
Episode 23: Implementing the world map (opens in a new tab)
The player only loads once you press play. All devlogs on YouTube (opens in a new tab)
How it works
Build the roads
Draw sweeping curves, bridges and highway ramps. Wherever two roads cross, a junction forms, so every road you add is also a new junction to solve.
Time the lights
Give every group of lights a duration and a delay, and decide which lane goes where. No code. Just numbers and a play button.
Grow the district
Farms become factories, shops and towns, and each upgrade puts more traffic on the road. Fix one junction and the queue turns up at the next.
What's in it
- Freehand road building: curves, bridges and highway ramps
- Junctions that form wherever two roads cross
- Signal groups you time yourself, down to the second
- Lanes you plan yourself
- Districts that trade: what one produces, another needs
- Farms that grow into factories, shops and towns
- Cars, lorries and buses with real routes and real turning circles
- A flow meter scoring your plan while it runs
Roadmap
In development, out in the open. Three phases, roughly six months of work. 23 devlogs so far, wrong turns included.
Phase 1: roads and simulation
- A better road-building experience
- Better connections between roads and ramps
- Cheaper collision detection
- A faster simulation (it tops out at 2,000 vehicles now)
- A working industry chain
- Better road visuals
- More and better game mechanics
Phase 2: buildings, water and transport
- Modelled buildings and more vehicles
- Bicycle paths
- Water placement
- Harbours
- Airports
- Stadiums
Phase 3: levels and polish
- Level design: 25+ maps, each with its own resource
- Moving the heaviest calculations to C++
- Debugging
- And more, still to be decided
The world
Levels don't sit in a menu, they sit on a map. About 25 islands, each with its own resource, and what one district makes another one needs. The roads you build are the supply lines.

Screenshots
Straight out of the devlogs.
Wishlist it
One click on Steam. It is what decides whether anyone runs into the game on launch day.
Steam(SOON)Wishlist the game and get a notification at launch.
- YouTube(opens in a new tab)Every devlog, from the first traffic test to the tutorial levels.
