Saved Design Projects — click one to open its tools; new work joins the open design
🧹 Maintenance Contract — a retainer; your contractors bid, cheapest wins
Term
90 days
est $—
🛠 Road Upgrade — for the selected work zone; goes out for bid & is constructed
Pick one, then Finalize design in Jobs — a crew constructs it on exactly this stretch.
Every project starts as a named design — new roads and reconstruction (levels, direction, demolition). Start one, draw into it, then finalize & bid it in Jobs. Place a Start first.
Your built assets — a construction yard for crews & equipment, a retention pond as a drainage outfall, plus roadside placements: traffic signals, toll booths and trees.
See how the network is flowing — the congestion heatmap and busiest destinations, road conditions with a wear forecast, the safety crash-hotspot map for siting medians & shoulders, the drainage low-spot view for siting catch basins, and construction issues with every RFI pinned to its location and color-coded by your decision.
Terrain style — texture the map to your liking; the terrain itself never changes
See how your network is doing — and raise money for the next project.
DemolishPlantStorm drain|Edit segmentLane count4 lanes|Add a lane on one side|Clicked lane|Upgrades (built as a job)Hover a control to see what it does — or click a lane to begin.level 0Drag a road to curve itDrag any stretch of a design road sideways to bow it into a curve — pull the middle out to tighten the radius, push it back toward the line to straighten. The readout shows the radius & safe speed.🌉 Bridge—
ROADWAYBUILDER1×☼1×
$10,000,000Day 18:00 AM100%— fps
✎ Road Planner
🚦 Traffic light
…
↔ East–West roads green
↕ North–South roads green
Presets:
Advanced timing
full cycle: 50s
💲 Toll booth
Cars stop here and pay the fee.
Fee per car$
collected: $0
🌊 Retention pond
Holds stormwater as a drainage outfall.
⛽ Service plaza
Cars pull in to fuel, charge & eat. Price too high and they drive on by.
Fuel / charge$
Snacks / food$
Revenue accumulated — last day / 7 / 14 / 30 days / all‑time
⚓ Port
Passing ships pay a docking fee you collect. Bigger ships need a bigger port — and a tall enough bridge to reach it.
Today: $0 from 0 ships
🏘 Town
…
⛽ Gas tax10%
A percentage tax on trips that start in this town, scaled by distance — it counts toward each driver’s trip budget, so set it too high and trips stop happening. The gauge below reads how much of drivers’ budgets it’s eating. Lower it to stimulate travel; raise it to harvest a busy town.
Supplies
Demands (✓ local · ⇄ brought in by residents’ trips · ✗ unmet)
🚗 Traffic
Roads glow green → red by congestion. Below: where trips are ending today — the places worth prioritising.
Busiest destinations (arrivals today)
Tip: click any car to see its destination as a red pin.
🛣 Road conditions
Pavement is colored good → failing by wear. The forecast estimates, at current traffic, how long before potholes break each road down.
Worst roads first
Tip: click a road below to jump to it. Repair worn lanes (Design → Repair) before they fail — a FAILED lane wrecks cars, and left long enough the whole road closes.
📊 Statistics — Day 1
💰 Revenue
Revenue tools
⛽ Gas tax is now set per town — click a town to tune its rate (default 10%).
🏦 Bank$0 owed
0.3%/day interest
👷 Contractors
💼 My Contractors — signed crews, paid daily
🏗 Construction yard selected — jobs within 14 mi stage from it.
🏢 Open Market — firms for hire; a fresh slate every day
🚧 Jobs
✏️ Designs
📢 Open Bids
🏗 Ongoing Jobs
🌉 This road crosses water — design the bridge, or use the auto-engineered one?
📑 Change order
…
🚷 Contractor walked off the job
…
Set up this work zone?
🌉 Bridge Designer
Place piers, set each span’s type, and keep every span’s load under 100%. The curve under each span is its bending moment — taller & redder = closer to failure. Shorter spans (more piers), a stronger type, or a lower speed limit all add margin.
…
Spanbeam
Pier—
Tip: click a span to select it, click & drag a pier to move it. A pier can’t stand in the deep navigation channel — that gap must be spanned (or use a drawbridge).
ROADWAYBUILDER
Design, bid and build a road network across procedurally generated terrain.
New Game Settings
Mountain layout
How peaks are arranged: Scattered = standalone peaks; Ranges = a string of peaks with passable valleys, rising from foothills; Mixed = a range plus a few standalone peaks.
Coastline
Turns one map edge into open ocean with a beach and bays; the main river fans into a delta at the coast.
Land features
Islands out in the open ocean (needs Coastline).
🗺 Map Editor
Drag to mark terrain — it generates when you release the mouse. Export to a file, or hit Play.
New canvas
🏗 Set up your first construction yard
Nice — your Start is on the map. Before any road can be built, you need a construction yard: it’s where your contractors stage their crews, equipment and materials. Jobs only get built if there’s a yard within range.
Click Set up a yard below, then click a spot beside a road to place it. After that, sign a contractor and design your first road.