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Cities Virtual RealityNewsLong time no see!
Esports

Long time no see!

Cities Virtual Reality · published 12 Sep 2026, 12:52 UTC

All newsPlayers around this dateRead on Steam

What's been going on?

Hello all! It's been a long while since the last update. Things have been busy. There are new

games in the works, I've moved countries, and the team has grown! Nothing here has been

dropped though, so let's catch up.


First, the update that never got posted

B10 got a proper wrap-up written for it and then never went out. So before anything else,

here's what actually landed in it.

The one I'm happiest with is the navigation system. Scaling the in-game world to real-world

units broke Unity's built-in navigation, so I wrote my own A* system to replace it.

The main menu finally exists too, on both flatscreen and VR. That one had been waiting a long

time.

A* path finding!

VR menus!

Cities VR, now

CVR is getting a total makeover.

Unity isn't the right fit for this game any more. So it's being replaced with a custom system,

built for this game specifically, rather than a general-purpose engine bent around it.

Drastic, but it's the honest answer to problems that weren't going to solve themselves.

Progress is good. Further along than I expected to be by now. There's no date and I'm not

going to invent one, but it's being actively worked on, and that's the part worth saying out

loud after this long a silence.

CLINK

The newest project is CLINK, a game where you can drive on every surface. The floor, the walls

and the ceiling are all one continuous piece of ground, so you can drive straight up a wall,

carry on onto the ceiling, and fight upside down.

It has been a real learning experience. CLINK is where I properly worked out Steam

integration, and it is the first thing I have built without Unity. That second part matters

here: the renderer the CVR makeover is being built on came out of CLINK first.

As for the game itself, it is red versus blue vehicle combat with six classes. Your grip is what holds you to the arena, and losing it means falling. There are bots for offline play or to fat out lobbies, splitscreen and online, a map editor with Workshop sharing, and a long list of modes.

There is a demo up now if you want to try it, and the full game releases at the end of the

month.

What else we have been making

There is a big pile of prototypes on the go at the moment. A few of the ideas:

  • An isometric game set in an endless city, where the buildings open up and you can go through them floor by floor, and something down there is hunting you. Run, gather, and upgrade.

  • A comedy sandbox built out of the real Shibuya. The whole world loads from OpenStreetMap data, so the roads, the building footprints and the heights are the actual ones.

  • A game about getting from one Wikipedia article to another on foot. Each page is generated into a parkour course from its own structure, and its links are the way out.

  • A factory game on a tiny spherical planet, drawn entirely with 2D sprites pushed through a spherical projection. There is no 3D camera anywhere in it.

  • A farming game on a dead planet, where you scan the ground for fossils and revive them before you have anything to plant.

Not all of them will make it. That is what prototypes are for.

Well, that's all for now! We have also started up a YouTube and an Instagram, so if you want

to see more of any of this, that is where it will turn up first.

https://www.instagram.com/wiremonkeygames/

Until next time, have a great one.

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Game update30 Oct 2022Build 10 : Test build 21.Hello all, quick build here to address some game loading issues. Changed: - Moved the rick roll (:< - Improved world gen. Added: - Added setting in VR to disable build particle effects. - Added load status to loading screen. Patched: - Patched a bug where people and cars would not be removed if the road under them was. What's to come. I am working on adding leap motion support in preparation fo…In-game event15 Oct 2022Build 10 : Test build 20.Hello all! Work has been very slow but I have been able to patch many bugs. I have also worked on some other bits such as the airports, car behaviour and VR. Added: - Added tile detail to ariports. Changed: - Updated VR line builder. - Updated line builder so some tiles cannot be placed e.g. tiles bigger than 1x1. - Improved cars so they dont overlap as much. Patched: - Patched the mock phone o…In-game event11 Sep 2022Build 10 : Test build 19.Hello everyone! For todays build I have been working on the waste system. It works a lot better now! I have also stomped out a number of bugs. Waste can now overflow onto land and cause tiles to become polluted so think about waste pipe placement when routing your cities waste. If too many waste tiles are over one water tile it will start moving onto land. New canal waste movement: Waste moveme…