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Yesbox Studios

@yesboxstudios.bsky.social

Recreating childhood pixel by pixel. Developing Metropolis 1998. https://linktr.ee/yesboxstudios

486 Followers  |  26 Following  |  64 Posts  |  Joined: 07.02.2024  |  1.55

Latest posts by yesboxstudios.bsky.social on Bluesky


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This is what abandoned buildings will look like in my game.

19.02.2026 21:10 โ€” ๐Ÿ‘ 14    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Hardware costs are increasing ๐Ÿ˜ฐ. Is Metropolis 1998 future proof?

I placed the largest building until 1 GB of RAM.
โœด๏ธEmpty map: 450 MB (RAM)
โœด๏ธ96 Huge Buildings: 550 MB (RAM)
โœด๏ธSave file size: 10 MB
โœด๏ธBase game size: 40 MB

10.02.2026 16:25 โ€” ๐Ÿ‘ 10    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Bluesky is changing the volume of my videos :(. @bsky.app Can you stop this? The volume is now VERY loud

31.01.2026 17:07 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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It's 3:00 AM. Businesses can now be open 24 hours.
Was a teensy bit of work implementing workers shifts!

31.01.2026 15:42 โ€” ๐Ÿ‘ 11    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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First look at municipal utilities: Electricity Substation

26.01.2026 17:33 โ€” ๐Ÿ‘ 13    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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A small sample of new assets added to my game :)

21.01.2026 23:03 โ€” ๐Ÿ‘ 14    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Units will now use the public spaces of apartment buildings/all buildings. Before, they only stayed in their apartments or went outside.

14.01.2026 16:04 โ€” ๐Ÿ‘ 12    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Added tool to recolor items in-game.

15.12.2025 15:57 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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๐Ÿš๏ธ๐Ÿ ๐Ÿก 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.

11.12.2025 13:08 โ€” ๐Ÿ‘ 9    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Thank you for all this feedback! Universally no one likes level 5 ๐Ÿ˜…. I'll make this feature optional (both globally and on an individual building level).

02.12.2025 15:27 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Early sketch. Starting to work on building levels. ๐Ÿ˜๏ธ
Building levels will be mostly determined by biz/service availability (proxy for land value)
Thoughts? Ideas?

01.12.2025 22:52 โ€” ๐Ÿ‘ 11    ๐Ÿ” 1    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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You can customize the optional tilt-shift blur how you like. That wraps up this fun side-project :'-(

30.11.2025 17:31 โ€” ๐Ÿ‘ 17    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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I've added a new tool to help design cities faster. Building Copy & Place
Today is #screenshotsaturday too!

29.11.2025 22:09 โ€” ๐Ÿ‘ 17    ๐Ÿ” 2    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Added street lights that mostly work in "3D" space, despite being a 2D game.

26.11.2025 00:45 โ€” ๐Ÿ‘ 16    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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The angle can be changed. Gonna let the user choose there own in the end

24.11.2025 23:03 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I 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

24.11.2025 21:17 โ€” ๐Ÿ‘ 6    ๐Ÿ” 0    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0
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I had a fun Saturday and added a tilt shift camera effect.

22.11.2025 21:29 โ€” ๐Ÿ‘ 16    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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โšก๏ธMore municipal electricity progressโšก๏ธ
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.

24.10.2025 21:38 โ€” ๐Ÿ‘ 10    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I've got the power โšก๏ธ(early WIP) :)

23.10.2025 13:45 โ€” ๐Ÿ‘ 5    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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High rise + construction

21.10.2025 16:34 โ€” ๐Ÿ‘ 30    ๐Ÿ” 6    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 1
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Working on municipal simulation !

10.10.2025 21:25 โ€” ๐Ÿ‘ 12    ๐Ÿ” 3    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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Terrain manipulation is now in game! ๐Ÿ—ป

25.07.2025 18:05 โ€” ๐Ÿ‘ 26    ๐Ÿ” 4    ๐Ÿ’ฌ 2    ๐Ÿ“Œ 0

Rendering 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!

03.07.2025 14:18 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

So 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.

03.07.2025 14:18 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Typically 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).

03.07.2025 14:18 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

For this building (which is quite large), it came out to ~75 units per frame (@ 60FPS). <"worst case">

03.07.2025 14:18 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

This 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)

03.07.2025 14:18 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Stress 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. ๐Ÿงต

03.07.2025 14:17 โ€” ๐Ÿ‘ 14    ๐Ÿ” 3    ๐Ÿ’ฌ 5    ๐Ÿ“Œ 0
Archapolis - Roadmap

Hey 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/

22.06.2025 19:01 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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I've been working through a backlog of assets. Happy to see the pond ones in the game now!

13.06.2025 16:09 โ€” ๐Ÿ‘ 11    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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