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Traffic Light District

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 devlog

Devlog

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

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.

An isometric map of four green islands in a blue sea. A small island with a village, a wind turbine and an industrial yard lies on its own in the foreground. Behind it an island with warehouses and a dome is tied by a red suspension bridge to a larger one with a high-rise city, a motorway and an airstrip. Further back lies a mountainous island with a stadium, a city and two ferry docks.
A placeholder render of the world map. The real one is still being built.

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.