Lumber
Where every city starts. Wood goes into almost every recipe and into every building before anything else does.
Plays in your browser · One shared island
Plotopia is a city-builder played on a single shared map. You claim a parcel, put a building on it and staff it with citizens — and what your neighbours build changes what yours produces. There is one world, and everybody is in it.
What it is
Most builders let you put anything anywhere. Here, where a building stands decides what it is worth — and the parcels around you belong to other people.
No instances, no private worlds. The parcel next to yours belongs to somebody, and if it is empty, somebody can claim it tomorrow.
Thirteen buildings and a population that has to be born, rested and matched to the work. A city is limited by its people long before its materials.
Close the game for two days and the two days are there when you come back, exactly as they would have been if you had watched them.
The loop
Five things, and you learn all of them in the first half hour. Everything after that is doing them better.
Pick a parcel on the island and make it yours. Where you pick decides more than what you build on it.
Put down one of thirteen buildings. Raw material, refinery, utility, or one of the three that look after your people.
Assign citizens. Each building cares about exactly one of their three work stats, and a well-matched crew is worth several badly-matched ones.
Buildings run in cycles and bank what they make. Nothing runs on a timer — come back in two days and the two days are there.
Two finished buildings side by side become one bigger building covering both parcels. That is how you reach the top levels.
Thirteen buildings
Every one of them grows through seven levels, and the last two are merges: two finished buildings side by side become one that covers both parcels.
Where every city starts. Wood goes into almost every recipe and into every building before anything else does.
Nothing is made of sand alone — but brick, glass and concrete all begin here.
The scarce one. Metal decides how fast the refined half of your chain can run.
Wood and sand go in, brick comes out — the first real step up the chain.
What the upper levels are built from, and the only thing a Factory accepts.
Glazing for the tall buildings, and the ingredient a brewery cannot do without.
The deepest step in the chain. It runs slowly and rewards patience.
The one line that makes no building material. It feeds your population.
Every producer draws water at the start of every cycle. This is where it comes from.
The other half of the infrastructure. No power, no cycle — for anybody.
Where citizens are born. Two rested parents, one brood, one new citizen.
Where citizens rest. Skip it and your whole city stops at once, two days in.
Makes no resource at all. It earns instead — and its influence is what decides how much.
The chain
Three come out of the ground. Five are refined from those, one step at a time — wood and sand become brick, metal and sand become glass, concrete becomes appliances. And two, water and power, are infrastructure: every producer in the game burns both at the start of every cycle, whether or not they appear in its recipe.
Which means a Water Works has customers whether or not anybody trades with it — and a blackout is everybody's problem at once.
Citizens
Every citizen has three work stats, and every building cares about exactly one of them. A high-Intellect clerk is wasted in a mine. Matching them is the lever you have.
Work costs stamina. A rarer citizen spends it more slowly, but nobody works forever: they need a Residential to rest in, and new ones come from a Hospital, where two rested parents produce one child whose rarity is rolled.
Which is why a city that skips housing runs beautifully for two days and then stops all at once.
Neighbours
Every building looks at the parcels around it and reacts to what it finds. A power plant lifts the refineries near it. Housing suffers next to heavy industry, while the industry does not care at all — and that asymmetry is what makes districts form without a single rule telling anyone to zone.
A square of parcels centred on the building — near enough to plan around, far enough that your neighbours are in it.
A well-placed building produces several times what the same building produces in a bad spot. It is the largest single lever in the game.
Half the parcels in range belong to other players. You can plan around them — you cannot control them.
Shared world
One island, one map, one economy. You see other cities go up around yours as they happen, and parcels, citizens and resources all change hands on the same marketplace.
Get in
Plotopia runs in your browser. There is nothing to download, nothing to install, and no separate account to create — your wallet is your identity on the island.
To join, you connect a wallet and sign a short text message proving the address is yours. That signature is free: it is not a transaction, it costs no gas, and it moves nothing. It is how the island knows which city is yours.
Without connecting, you can still look around — you just cannot build.
play.plotopia.org in a desktop browser.Questions
It opens in your browser. Connect a wallet, pick a spot, and you are building inside five minutes.