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Urbek City Builder News

Italian, new buildings and more!

Hello Urbekites:

I just uploaded an update for Urbek, there are a lot of new things, like new buildings, new options and more! The exhaustive list is below.

I would like to tell you that the steam cards are now available! Ready to collect them?




[h3]NEW BUILDINGS[/h3]
  • Quarry with explosives (desert biome only)
  • Fish market
  • Desert market (desert biome only)
  • Heavy sawmill (valdivian rain biome forest onyl)
  • Mud Brick Factory (desert biome only)
  • Salt Water Pump (desert biome only)
  • Deep Iron Mine




[h3]NEW[/h3]
  • New option: Adjust font size
  • New option: Hide/show time and day/night cycle information
  • Cloud saves
  • Planning mode: Can build without the need for roads
  • Total number of achievements is shown (2/8, for example)
  • G key also highlights the radius of influence
  • Floodplains now have palm trees (decoritave only, no wood)
  • Steam Deck Compatibility




[h3]MODS[/h3]
  • Now you can change the icon of the mods' constructions
  • Multiple versions of a road now work in mods


[h3]LOCALIZATION[/h3]
  • Italian ๐Ÿ‡ฎ๐Ÿ‡น
  • Many fixes


[h3]FIXED BUGS[/h3]
  • Promenades no longer interfere with the position of roads and bridges (although they are still considered roads)
  • More buildings have colours in strategy mode
  • Desert no longer have lumberjack related policies (lumberjack house technicians)


[h3]BALANCE[/h3]
  • Metro stations now need a metro hub on the city.
  • Iron scavengers store 100 iron and Steelworks cost 100, so it is possible to play with only one iron scavenger.
  • The archipelago productivity path ask for fishing instead of grain silos.
  • University Restaraunt give food services now
  • Stops and subways are built without the need for ALT on any roads
  • In archipelago: The productivity path no longer requires fruit processors.
  • Valdivian rainforest richness path ask for wooden houses instead of village houses
  • Jungle map policies that increase the lumbercamp production are now working with lumbercamp plus
  • Wealth path ask for 3 mansions, not 2.5




If you want to share your scores, give ideas or participate in any other way, join the discord community:

Urbek City Builder demands efficient use of natural resources, not money

Urbek City Builder looks like a traditional entry to the genre: you place buildings, cars and little people begin to scurry about, and you gradually expand your urban sprawl. The twist is that there's no money fuelling your construction. Instead, your city flourishes or not based on your ability to fulfil each building's resource requirements, which quickly turns progress into more of a puzzle than a management game.


It's out on Steam now, and you can find a trailer of its pretty voxel world below.


Read more

New bundle + Patch

Hello Urbekites:

Thank you very much for your feedback, it allows us to quickly fix some bugs and add what is needed. And thanks community for your ideas and analysis



[h3]BUNDLE[/h3]


[h3]LOCALIZATION[/h3]
  • Japanese ๐Ÿ‡ฏ๐Ÿ‡ต
  • Korean ๐Ÿ‡ฐ๐Ÿ‡ท




[h3]LOCALISATION FIXES[/h3]
  • Many fixes
  • Neighbourhood life now says what it does correctly (supermarkets and malls don't produce services)


[h3]BUGS[/h3]
  • Industry R&D policy now works correctly
  • Rotate hotkeys are now correctly saved
  • Tilt hotkey can be correctly changed
  • Living without electricity" policy (desert map) not longer triple the food consumption (it should be x2)
  • Offerings policy now works properly
  • The desert no longer asks for mansions on the wealthy path
  • Scroll UI mow displays correctly on ultra-wide screens
  • Support the city football team policy is now correctly described
  • When selecting a locked biome and then an unlocked biome, the latter becomes playable (previously it was incorrectly locked).
  • The strategic view hotkey can now be changed.


[h3]UI[/h3]
  • When destroying all schools a message appears to inform players that they cannot store their qualified work.


[h3]NEW OPTION[/h3]
  • Unrestricted mode: Constructions do not ask to have positive rates on the resources they consume


[h3]BALANCE[/h3]
  • Marina needs no ferry in a 2 radius, but advanced ferries are no issues, which is weird
  • Scrapyard produces/consumes x2
  • R&D buildings produce 30% more food and consume less highly skilled work
  • Fruit processor plant produce +50% more food
  • Botany faculty in desert needs pivot irrigation instead of fruit processors to be unlocked


And coming soon
[h3]WORKING ON[/h3]
  • Italian localisation ๐Ÿ‡ฎ๐Ÿ‡น
  • Steam cloud
  • Steam cards
  • More options


If you want to share your scores, give ideas or participate in any other way, join the discord community:

Bundles + Patch

Hello Urbekites:

Thank you very much for your feedback, it allows us to quickly fix some bugs and add what is needed.

Here are the bundles we have:



[h3]BUNDLES[/h3]
TheoTown The Tenants Patron Scrapnaut

And here the additions and fixes to new version:

[h3]LOCALIZATION[/h3]
  • Portuguese available ๐Ÿ‡ง๐Ÿ‡ท๐Ÿ‡ต๐Ÿ‡น
  • Lots of improvements in other languages


[h3]NEW BUILDING[/h3]
  • Ship scrapyard: for the archipelago biome, allows to obtain iron in a not very efficient way, but useful in case you don't have access to iron in the early game.




[h3]UI[/h3]
  • Large building names in the build menu are displayed in the correct size.
  • When opening the pause menu with the Esc key, it always opens with the initial menu, not with the last opened window.


[h3]FIXED BUGS[/h3]
  • The sea fishing variable is now displayed correctly.
  • The sound of the easter egg building sounds only once when unlocking (not several times).
  • keybinding for rotate now works properly
  • Texts for achievement rewards have been fixed.


[h3]BALANCE[/h3]
  • Two story library now unlocks at 8000 population and 5 modern houses instead of 1800 population and 5 modern houses (didn't make sense as modern houses unlock at 8000 population). Now that 8000 can help players know that they need to reach that population to think about unlocking it.
  • art/nightlife neighbourhoods if they don't meet the requirements are downgraded to 1 or 2 story townhouses instead of being abandoned.
  • Blacksmiths and Firewood heating reduction policies removed from desert :P
  • In the desert biome no longer requires biomass to advance in the path.
  • The advanced ferry is now pre-unlocked earlier, so that players can see that there is such a possibility later on.
  • The Open Pit Coal Technological Mine no longer requires at least 1 Faculty of Engineering, so it is not abandoned when the faculty is upgraded.


And coming soon
[h3]WORKING ON[/h3]
  • Japanese and Italian localisation ๐Ÿ‡ฏ๐Ÿ‡ต ๐Ÿ‡ฎ๐Ÿ‡น
  • Steam cloud
  • Steam cards


If you want to share your scores, give ideas or participate in any other way, join the discord community:

๐Ÿš€Released game ๐Ÿš€ Urbek is available now !!!

Hello Urbekites,

After years of work I can finally tell you: the game is ready for you to enjoy!

  • Play on 5 different biomes
  • Discover over 200 buildings
  • 1000 unique voxel models

Thank you so much for the support of the community, you have helped me a lot to make the game what it is now. Good ideas, bugs found, suggestions, etc.



I will keep listening to the community as I have done so far to keep an eye on how you want the game to evolve, so stay tuned ;)




If you want to share your scores, give ideas or participate in any other way, join the discord community: