Yesbox Studios @yesboxstudios.bsky.social · 01/10/2026Thanks! The plan is to make it a stand alone purchase. 110
Yesbox Studios @yesboxstudios.bsky.social · 01/10/2026📢 Metropolis 1998 Announcements: 📣EXCITED to share I am working with composers: 🎼 Jerry Martin (SimCity, The Sims) 🎼 Paul Zimmermann (Space Haven, Wild Frost). 📣The last major feature (economy) is in game. 2257
Yesbox Studios @yesboxstudios.bsky.social · 22/09/2026Thanks! Interesting to see. I've been following /r/aigamedev to see where game development is heading. I've only found one game that people enjoyed so far though (Slotbound) 001
Yesbox Studios @yesboxstudios.bsky.social · 20/09/2026What’s the nine games that made six figures? 100
Yesbox Studios @yesboxstudios.bsky.social · 07/07/2026Adding pollution to the game. Here's an example of noise pollution and trees blocking the sound 1152
Yesbox Studios @yesboxstudios.bsky.social · 06/07/2026A quick peek at all the new municipal vehicles in my game Metropolis 1998! 1301
Yesbox Studios @yesboxstudios.bsky.social · 30/04/2026Hello everyone, Metropolis 1998 is now in alpha! The demo (Steam) has been updated too. I've made a Lets Play to show off all the new features: www.youtube.com/watch?v=RpJB...youtube.comMetropolis 1998 (Now in Alpha!) - First Play Through / TutorialYouTube video by YesBox Studios 0161
Yesbox Studios @yesboxstudios.bsky.social · 08/04/2026I added a popular feature from Cities: Skylines. You can lock the building level (visuals) to any level you'd like 0293
Yesbox Studios @yesboxstudios.bsky.social · 18/03/2026A tiny slice of life from my upcoming city builder Wishlist on Steam: store.steampowered.com/app/2287430/ 0153
Yesbox Studios @yesboxstudios.bsky.social · 12/03/2026Updated the night time graphics when the moon is obscured by clouds. Im making a city builder, Metropolis 1998. Wishlist my game on Steam: store.steampowered.com/app/2287430/ 0227
Yesbox Studios @yesboxstudios.bsky.social · 23/02/2026Nope, just some depth comparisons. It's just a texture that's placed on the map 020
Yesbox Studios @yesboxstudios.bsky.social · 21/02/2026Added a tool to output trees and street lights on roads. Quick city beautification 🌳🏙️ 0141
Yesbox Studios @yesboxstudios.bsky.social · 19/02/2026This is what abandoned buildings will look like in my game. 1164
Yesbox Studios @yesboxstudios.bsky.social · 10/02/2026Hardware costs are increasing 😰. Is Metropolis 1998 future proof? I placed the largest building until 1 GB of RAM. ✴️Empty map: 450 MB (RAM) ✴️96 Huge Buildings: 550 MB (RAM) ✴️Save file size: 10 MB ✴️Base game size: 40 MB 0100
Yesbox Studios @yesboxstudios.bsky.social · 31/01/2026Bluesky is changing the volume of my videos :(. @bsky.app Can you stop this? The volume is now VERY loud 100
Yesbox Studios @yesboxstudios.bsky.social · 31/01/2026It's 3:00 AM. Businesses can now be open 24 hours. Was a teensy bit of work implementing workers shifts! 1133
Yesbox Studios @yesboxstudios.bsky.social · 26/01/2026First look at municipal utilities: Electricity Substation 0140
Yesbox Studios @yesboxstudios.bsky.social · 21/01/2026A small sample of new assets added to my game :) 0141
Yesbox Studios @yesboxstudios.bsky.social · 14/01/2026Units will now use the public spaces of apartment buildings/all buildings. Before, they only stayed in their apartments or went outside. 0130
Yesbox Studios @yesboxstudios.bsky.social · 11/12/2025🏚️🏠🏡 As land value goes up, so does the building quality. I've got these changes working in game now :) This video shows the transition from lowest to highest. 091
Yesbox Studios @yesboxstudios.bsky.social · 02/12/2025Thank you for all this feedback! Universally no one likes level 5 😅. I'll make this feature optional (both globally and on an individual building level). 100
Yesbox Studios @yesboxstudios.bsky.social · 01/12/2025Early sketch. Starting to work on building levels. 🏘️ Building levels will be mostly determined by biz/service availability (proxy for land value) Thoughts? Ideas? 1111
Yesbox Studios @yesboxstudios.bsky.social · 30/11/2025You can customize the optional tilt-shift blur how you like. That wraps up this fun side-project :'-( 1174
Yesbox Studios @yesboxstudios.bsky.social · 29/11/2025I've added a new tool to help design cities faster. Building Copy & Place Today is #screenshotsaturday too! 1172
Yesbox Studios @yesboxstudios.bsky.social · 26/11/2025Added street lights that mostly work in "3D" space, despite being a 2D game. 0162
Yesbox Studios @yesboxstudios.bsky.social · 24/11/2025The angle can be changed. Gonna let the user choose there own in the end 000
Yesbox Studios @yesboxstudios.bsky.social · 24/11/2025I want my tilt-shift camera blur to be right. Since my game is 2D, it's not so easy. But I figured it out a way. Red is closest to camera, then blue, then even more blue. Will post final results soon 260
Yesbox Studios @yesboxstudios.bsky.social · 22/11/2025I had a fun Saturday and added a tilt shift camera effect. 0160
Yesbox Studios @yesboxstudios.bsky.social · 24/10/2025⚡️More municipal electricity progress⚡️ Substations (the steel building, temp art) will be needed to transform electricity the buildings can use. If there are not enough, the buildings furthest away will lose power. 0102
Yesbox Studios @yesboxstudios.bsky.social · 03/07/2025Rendering 100K units requires a lot of CPU cycles, so the second half of the video shows the setup running at (a bit unstable) > 60 FPS! 010
Yesbox Studios @yesboxstudios.bsky.social · 03/07/2025So I spent a few days tinkering with the containers the indoor pathing code relied on and boosted the numbers to 400-600 per frame (normal case: 2K to 3K), then distributed the load throughout multiple frames if needed. 000
Yesbox Studios @yesboxstudios.bsky.social · 03/07/2025Typically 2%-6% of the population (when awake) will change their activity per in game minute. Thus every ~2,000 population ate up a frame. In a real city, this number is probably closer to ~10,000 (i.e. 500 processed units per frame). 000
Yesbox Studios @yesboxstudios.bsky.social · 03/07/2025For this building (which is quite large), it came out to ~75 units per frame (@ 60FPS). <"worst case"> 000
Yesbox Studios @yesboxstudios.bsky.social · 03/07/2025This became an issue when I began batch-processing units to update their activity each in game minute. Hard to say the max number of units it could handle since it depends on building size and the units schedule (e.g. at work they move around less) 000
Yesbox Studios @yesboxstudios.bsky.social · 03/07/2025Stress testing: Rendering (max) 100K units and simulating all of them. There was a bottleneck with the A* setup I was using for indoor pathing that limited the number of units processed without causing FPS stuttering. 🧵 5143
Yesbox Studios @yesboxstudios.bsky.social · 22/06/2025Hey everyone, launching is on the horizon. No official date yet. I've updated the road map reflect what Metropolis 1998 will offer for early access: yesboxstudios.com/roadmap/yesboxstudios.comArchapolis - Roadmap 020
Yesbox Studios @yesboxstudios.bsky.social · 13/06/2025I've been working through a backlog of assets. Happy to see the pond ones in the game now! 0112
Yesbox Studios @yesboxstudios.bsky.social · 12/06/2025I waited too long to add pillars. They look great! 1264
Yesbox Studios @yesboxstudios.bsky.social · 09/06/2025Added emergency vehicles and vehicle lights (at night) :) 051
Yesbox Studios @yesboxstudios.bsky.social · 04/06/2025More overlay/UI work. Some common issues are now covered: - Not enough workers - Not enough customers - Too many customers (hope this video doesnt get compressed to sand!) 0121
Yesbox Studios @yesboxstudios.bsky.social · 28/05/2025Real time supply road painting :) Soon, I'll be making this work as a function of distance and proximity demand. 0120
Yesbox Studios @yesboxstudios.bsky.social · 27/05/2025Starting on UI Overlay work. Coloring roads to show specific businesses' customer reach (compressed distance to show color range). Probably should not use strict color palette for this feature 🤔🥉 040