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From Settlers to Shards: How My Game Evolved Into a Post-Apocalyptic City Builder

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Image showing games influencing my project Settlers 3 , Ceasar 3, Anno 1800
  • April 23, 2025
  • tsartsaris
  • 82 Views

It didn’t start as a game. It started as a test.

I just wanted to see if I could get the Settlers III mechanics working in Unity 3D — you know, the production chains, the carriers doing actual work, the little invisible dance behind every resource. That’s it. No grand plan, no pitch deck. Just a curiosity project.

And yeah — Caesar III was also in my head. Those two games shaped how I think about strategy games. Systems, roles, and buildings with purpose. Logic you can see unfold.

Then I Played Anno 1800… and It Changed Everything

At some point, I picked up Anno 1800. Played a few hours… then a few more… and then I said:

“Alright. Let’s see if I can create a grid… and build on it.”

That single thought shifted the whole project.

What started as a Settlers-style resource sim slowly evolved into a grid-based city builder, where layout matters and roads do more than just look nice. Suddenly, I was deep in placement logic, influence zones, and trying to make systems talk to each other.

And you know what? It was fun.

It Became a Side Project — Something Relaxing

No deadlines. No expectations.

Just me, Unity 3D, and the joy of piecing together a world from nothing. It became a space where I could disconnect, build, test, tweak, and imagine.

And that’s when the sci-fi vibes really kicked in.

Mad Max, But Chill

It’s the dust and the dry lands that make you thirsty

I’ve always loved Mad Max. The chaos, the grit, the feeling of surviving in a broken world. So I asked myself:

“What if my peaceful little grid-based builder existed after the world ended?”

Not a horror game. Not grimdark. Just… what comes next after collapse.

That’s where a post-apocalyptic setting was born. The mechanics stayed soft, the world got rougher — and somehow it worked. Scrap collectors, water filters, power shards — all starting to fall into place.

Why It Looks the Way It Does

I didn’t want realism. I wanted style. Something that felt fun to look at, even if the world was broken.

That’s why I went with low-poly, toon-style visuals, powered by Synty assets. They gave me speed and flexibility — but what really sold me?

Outlines.

I’ve always loved that comic-style outline effect, ever since playing Borderlands 3. There’s something about it — clean, bold, expressive. It’s visual clarity with attitude. And that became the look of the game.

And Now?

Well, now it’s a bit more than a side project.

I’ve got scavenger units moving scrap to warehouses. I’ve got road systems with A* pathfinding. A grid that checks access. Power Shards as currency and narrative fuel. Influence spreading across buildings. And more coming.

But it all started because I just wanted to see if I could make Settlers III mechanics in Unity.

Funny how that works.

Tags:

CITY BUILDER GAME-DEV INDIE-DEV POST-APOCALYPTIC UNITY3D

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