Yesbox Studios
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yesboxstudios.bsky.social
Yesbox Studios
@yesboxstudios.bsky.social
Recreating childhood pixel by pixel.

Developing Metropolis 1998.

https://linktr.ee/yesboxstudios
It's 3:00 AM. Businesses can now be open 24 hours.
Was a teensy bit of work implementing workers shifts!
January 31, 2026 at 3:42 PM
First look at municipal utilities: Electricity Substation
January 26, 2026 at 5:33 PM
A small sample of new assets added to my game :)
January 21, 2026 at 11:03 PM
Units will now use the public spaces of apartment buildings/all buildings. Before, they only stayed in their apartments or went outside.
January 14, 2026 at 4:04 PM
Added tool to recolor items in-game.
December 15, 2025 at 3:57 PM
🏚️🏠🏡 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.
December 11, 2025 at 1:08 PM
Early sketch. Starting to work on building levels. 🏘️
Building levels will be mostly determined by biz/service availability (proxy for land value)
Thoughts? Ideas?
December 1, 2025 at 10:52 PM
You can customize the optional tilt-shift blur how you like. That wraps up this fun side-project :'-(
November 30, 2025 at 5:31 PM
I've added a new tool to help design cities faster. Building Copy & Place
Today is #screenshotsaturday too!
November 29, 2025 at 10:09 PM
Added street lights that mostly work in "3D" space, despite being a 2D game.
November 26, 2025 at 12:45 AM
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
November 24, 2025 at 9:17 PM
I had a fun Saturday and added a tilt shift camera effect.
November 22, 2025 at 9:29 PM
⚡️More municipal electricity progress⚡️
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.
October 24, 2025 at 9:38 PM
I've got the power ⚡️(early WIP) :)
October 23, 2025 at 1:45 PM
High rise + construction
October 21, 2025 at 4:34 PM
Working on municipal simulation !
October 10, 2025 at 9:25 PM
Terrain manipulation is now in game! 🗻
July 25, 2025 at 6:05 PM
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. 🧵
July 3, 2025 at 2:17 PM
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/
Archapolis - Roadmap
yesboxstudios.com
June 22, 2025 at 7:01 PM
I've been working through a backlog of assets. Happy to see the pond ones in the game now!
June 13, 2025 at 4:09 PM
I waited too long to add pillars. They look great!
June 12, 2025 at 9:06 PM
Added emergency vehicles and vehicle lights (at night) :)
June 9, 2025 at 5:46 PM
More overlay/UI work. Some common issues are now covered:
- Not enough workers
- Not enough customers
- Too many customers
(hope this video doesnt get compressed to sand!)
June 4, 2025 at 4:59 PM
Real time supply road painting :)
Soon, I'll be making this work as a function of distance and proximity demand.
May 28, 2025 at 2:55 PM
Starting on UI Overlay work.
Coloring roads to show specific businesses' customer reach (compressed distance to show color range).
Probably should not use strict color palette for this feature 🤔🥉
May 27, 2025 at 3:20 PM