Development story · September 2026

From map experiment to living city

Trip City began with a simple question: what would it take to make a generated city feel alive? The answer grew from a 3D map experiment into a place where roads connect, buses run, people have somewhere to go and every building can tell a slightly different story.

  1. A city on a real map

    The first version was a different kind of experiment. Built for TripGeo Labs, it used MapLibre to visualise real-world places in 3D, with animated vehicles and pedestrians bringing movement to familiar streets. It established the central idea—cities are more interesting when they behave—but it was still a viewer of places that already existed.

  2. Trip City becomes its own place

    The current project began as a side project from Tanklands. Tanklands already generated city areas with roads and voxel buildings, and that small piece of a larger game felt worth exploring on its own. The first Trip City prototype was deliberately modest: a static voxel city generated in the browser, viewed from above.

  3. The first release

    Two months of rapid experiments turned the static model into a sandbox. Roads, traffic and pedestrians arrived; buildings and gardens were rebuilt; buses, missions and portals gave the city things to do. The initial release is a milestone rather than a finish line: the city is playable, but it is still growing.

A skyline can look convincing in a still image and still feel empty the moment you explore it. Roads were the first important addition because they gave the generated blocks a structure and suggested journeys through the city. Cars followed, then pedestrians, each turning the road network from scenery into a system.

That progression changed the aim of the project. Trip City was no longer only about generating an attractive arrangement of voxels. It became a simulation where the different parts had to agree: vehicles need usable lanes, pedestrians need safe routes, and both need believable destinations.

The original voxel buildings did their job, but they did not have enough character. A city made from the same small set of forms quickly reveals the repetition behind it, however colourful those forms are.

After a series of experiments, the voxel buildings were replaced with a procedural building system. Each building starts with an architectural template, then varies its proportions, materials and details to suit its plot. The result is a useful balance: neighbouring buildings can look as though they belong to the same city without becoming copies of one another.

Gardens & land

Beyond the front door

The same procedural approach expanded into gardens, giving homes boundaries, planting and small details that make a plot feel occupied. Parks and farms broadened that idea from private land to shared and working landscapes, so open space became part of the city rather than a gap between buildings.

Shops

Interiors worth visiting

Shops made buildings more than façades. Being able to walk inside changes the scale of the whole experience: the city is not just something to survey from above, but somewhere to cross on foot, enter and explore at street level.

Quests & missions

Small stories in the sandbox

Missions are optional modes layered onto the city. They are intentionally simple at the moment: deliver pizzas, sell ice creams, or join a dance party in the park. Each one tests how a generated city can become a setting for play without losing its open-ended character.

Portals

A doorway to other games

Portals provide a way to place mini-games inside the wider world. Some wait beyond the city limits and others can appear in parks; walking through an arch takes you into a separate experience, then returns you to the city when you are done.

Buses

See the city from a different seat

Buses tie many of the systems together. You can ride as a passenger, follow a bus through the streets, inspect its route and even create routes of your own. It is both transport and a quiet way to watch the simulation unfold.

What comes next

The city is open. The work continues.

There are still rough edges and bugs in places, and plenty of ideas have not made it off the drawing board yet. We are fixing, refining and adding to Trip City regularly—so check back to see what has changed, or step into the current build and explore it for yourself.

Found something broken, or have an idea for the city? Send feedback.

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