Common Ground: City Builder / Devlog

Development Journal

From the first idea to a shared city. Notes, experiments, and milestones from the developer’s workbench.

The complete development archive. Earlier entries and screenshots retain the game’s former title, Hand in Hand.

The City Is Talking — Advisors, Alerts & Notifications

As cities grow beyond 100,000 residents, keeping track of everything becomes a challenge. I've expanded the City Advisor to identify real problems, introduced live event notifications, and added click-to-zoom navigation so mayors can jump straight to fires, building upgrades, and other events.

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Finding Your Place — A Better Region Lobby

With more testers joining HAND IN HAND, the dedicated server was filling up with regions — including a dozen or more of my own test games. The new lobby introduces useful filters, password-protected private regions, region-name search, and tools for creators to clean up old games.

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Beyond the Basics: Transport, Culture & City Life

After two weeks of testing, HAND IN HAND's gameplay systems have expanded dramatically. Twelve cultural buildings, eleven transportation facilities, tourism, events, public transit, freight shipping, and a new budget-deficit penalty are making cities more interesting — and much harder to manage.

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From Passion Project to Published Game — The Dedicated Server Decision

A major turning point for HAND IN HAND. Our first Windows headless dedicated server is working, allowing mayors to join persistent regions whenever they want without waiting for another player to host. After two days of testing and some unexpected encouragement from friends, I'm starting to wonder: could this actually become a game worth releasing on Steam?

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Show Me the Money! — Building the City Economy

Running a city isn't cheap! What started with three simple tax rates has grown into a municipal budget system with operating costs, adjustable taxes, happiness penalties, zoning demand, and financial deals between mayors. Now comes the hard part: making the economy challenging without making it frustrating.

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Answering the Call — The First Firehall and Firetruck

The first firetruck is responding to emergencies! What started as a simple fire-coverage calculation now sends a truck racing across town to extinguish a burning building. And the reaction from our multiplayer testers shows just how much a little movement can bring a city to life.

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Where We're Going... We Need Roads!

Traffic jams on empty roads, fire trucks responding to emergencies, plans for buses and trains, and bridges that finally cross rivers instead of following the riverbed. Roads are becoming one of the most important — and challenging — parts of HAND IN HAND.

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Seeing the Bigger Picture — Introducing Info Views

Industrial pollution, fire protection, happiness, and land value were already part of the simulation, but players needed a better way to see what was happening. The first Info Views system is here — complete with a rather unfortunate interface layout.

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Four Mayors, One City — Building the Region Menu

Our first two four-player multiplayer tests have been a success! Four independent towns can now vote to merge into one city, while the new Region Menu introduces financial gifts, loans, electricity trading, and more ways for mayors to cooperate before joining together.

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The Merge — Bringing Our Towns Together

The new cooperative system is starting to work! Mayors can now expand their independent towns until their borders meet, propose a merger, and vote on joining together. After successful tests across three regions, it's time to see what happens when more than two players get involved.

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Founding Your Own Town — And Running Out of Room

The new independent-town system is taking shape, but the first tests revealed a problem: 12 × 12 starting parcels didn't leave enough room to separate homes from industrial pollution. Free land deeds might be the solution, giving mayors more space to build without spending their entire starting budget.

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The Day Everything Changed

One comment during a four-player testing session kept me awake thinking about the future of HAND IN HAND. What if everyone started with their own town, expanded across a shared region, and eventually voted to merge their cities together? A completely new direction for the game is taking shape.

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Reaching Level 3 — Our First Real City

For the first time, HAND IN HAND is starting to feel like a real city. With Level 3 development appearing across the map, the skyline is growing taller, neighbourhoods are getting denser, and the larger progression systems are beginning to come together.

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A City Needs Services — Keeping Everyone Safe

With neighbourhoods growing, it was time to introduce police and fire protection. I had grand ideas about emergency vehicles racing through the city, but the first implementation was much simpler: coverage areas, happier residents, and new requirements for building upgrades.

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Growing Up — From Houses to Neighbourhoods

At first, buildings upgraded automatically when the population reached certain milestones. It worked, but wasn't particularly interesting. Here's how experimenting with schools, education coverage, and neighbourhood services began changing the way cities grow in HAND IN HAND.

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From Zones to Buildings

One of the early goals for HAND IN HAND was making city growth feel visible. Instead of buildings simply appearing in zoned areas, I added a scaffold-based construction phase so players could see development begin before the finished structure arrived.

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Traffic! Bringing the City to Life

The streets of HAND IN HAND were finally getting some traffic. Unfortunately, the first drivers couldn't stay in their lanes, drove through each other, and sometimes travelled backwards. Here's how those early experiments became the foundation of a population-driven traffic system.

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Powering Our First City

Power lines? Water pipes? After experimenting with traditional utility networks, I decided to simplify things by carrying electricity and water through the road system. Then came the first power plant — and naturally, I started with coal.

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When Bridges Didn't Quite Bridge

The first playable experiments with Unity and Blender were underway. Roads, buildings, and vehicles were starting to work — although the bridges had a rather unfortunate habit of sending traffic straight through the river.

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