November 2022 Update

November 1, 2022 at 8:29 am

Continued to be busy with work/life. Moved to another team at work and had to onboard, while also working on a conference talk with said conference happening today. Also busy with a short term project that got me usign UE5 for the first time (just an exploration). As such, not much to report. Hoping my extended holiday break coming up will finally get me back on Synekism.

October 2022 Update

October 1, 2022 at 2:10 pm

My day job has been sucking most of my personal time this last month. I'm preparing for a conference demo. This will last for another couple of weeks. Therefore, not much to report for now.

September 2022 Update

September 1, 2022 at 8:29 am

Another year just flew by. Synekism is now 12! Wish I had something fancy to show today but I'm still deep in the build system, trying to set up a cross-compilation pipeline. I want to be able to build all 3 platforms from the same computer and into the same output folder. Then I can upload to Steam all 3 platforms at once. This involves a lot of Bash code. Anyway, keeping on keeping on.

August 2022 Update

August 1, 2022 at 8:37 am

Building for Steam required some rather large changes to my build and automation Bash scripts, which lead me (back) to the Bash script optimization rabbit hole. Basically, I worked on Bash script cleanup this last month. The plan for August is wrap up this exploration and get back to game C++ work.

July 2022 Update

July 1, 2022 at 2:36 pm

Not much to report this month. Was on vacation and travelling for most of it. Still catching up with the day job. But I expect to have more time in July.

June 2022 Update

June 1, 2022 at 9:52 am

Highly distracted but steady work continues. Had to go back to the build system to add support for packing a version of the game and uploading it to Steam. Mostly done that. Also started incorporating the Steam Overlay into the engine, but ran unto some Vulkan problems with that.

May 2022 Update - Steam!

May 1, 2022 at 1:01 pm

I finally pulled the trigger and opened up a Steamworks (publisher) account on Steam. This gives me access to the Steamworks SDK and let's me start experimenting with uploading to Steam and trying my game builds on other people's machines. There's nothing public right now. Very much a closed alpha. But it's good progress.

On the code side, I wrapped up a lot of previously started and unfinished work, like fixing the ability to switch between graphics backends and knowing which backend is currently being used. Still more to do before moving to the next big thing, but the momentum is picking up again.

April 2022 Update

April 1, 2022 at 3:18 pm

Sadly still have not much to report. Going back to GDC in-person was great, but preparing for my talk and the follow-up work meant I had no time for personal project work. Still catching up with life after the trip. We'll see how April goes.

To be clear, the project is still very much alive and top-of-mind for me. Just need to figure out a better time management strategy given my newish job/life situation. Give me a minute. :)

March 2022 Update

March 1, 2022 at 10:26 am

It's going to be another rather empty update. I needed to prepare for GDC 2022, and will likely continue to be distracted by GDC work for the rest of March. I've also been dealing with some personal stuff that took any energy I had left.

But it's not all lost. I've started recently "teaching" C++ to a co-worker, which often takes me back to Synekism code. This the best tease I could ask for for getting back to game work. I'm looking forward to GDC being behind me.

All the best. Keep safe.

February 2022 Update

February 1, 2022 at 9:33 am

I stupidly decided to update my various dependencies over the holidays. This include Visual Studio, Clang, and SDL2. I also tried to get SDL2 to compile as part of my source to make linking easier but that turned out to be a dead end. I'm now almost back to a working state but it means I have very little to show for it.

That said, after finding it really hard to come back to the code during the holidays after a long pause, I decided to spread the work across all days to keep it more fresh. Hope this makes a noticeable difference.

Fetch Older Updates

v0.5.5.90 - September 1, 2014


Synekism is an attempt at a modern city simulator rooted in procedurally generated content. The project was started in 2010 to address some frustrations with the city simulation video game genre. It is actively developed on and currently in a purely alpha-experimental stage. Updates on the project are posted on the first of every month. Note that work on this project is more or less done by one person so progress will be slow, but steady.

The game is a sandbox where control is not explicit but indirect. The player can designate residential, commercial, industrial, and government zones and watch them grow, instead of explicitly plopping each building manually. The game tends to lean towards macro-management.

The key features of Synekism include grid less 3D environments and procedurally generated buildings. The lack of a grid results in total freedom when zoning and building roads allowing for more realistic looking cities. Procedurally generated buildings allows for more visual variability. Instead of querying a finite list of static models, a building is generated uniquely upon creation using local as well as city-wide conditions.

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