PARCELS
Looking for exact numbers (revenue per zone and level, every building's stats, the land value and demand formulas)? See the Parcelspedia.

Getting started

Download the build for your system from the download section, unpack it, and run parcels from inside the unpacked folder (it reads config/balance.ron from there and writes saves to saves/). On macOS, clear the download quarantine once with xattr -dr com.apple.quarantine parcels-*.

The title screen shows an AI city growing in the background and offers:

The goal

The map is split into parcels, one per player. Each parcel has an owner and its own treasury, and you can only build on yours. When the time limit runs out (10 game years by default), the player with the highest score wins. Score is your treasury plus the land value of your parcel.

Land value is what grows your score, and your neighbours affect it. Their parks, shops and services lift land near the border. Their pollution and traffic drag it down.

Controls

Camera

KeyAction
WASD, arrows, screen edge, right-dragPan the map
Middle-drag, Q / ERotate
Mouse wheelZoom toward the cursor
PgUp / PgDnTilt
VStreet view. Walk with WASD and the mouse, Shift to run, F to fly, V or Esc to return. Build tools work at the crosshair.

Tools

KeyTool
RStreet; press again for avenue
Z X C OResidential, commercial, industrial, office zone; press again for dense
L / PPower line / water pipe
G U J K NCycle through power plants, water, services, parks, landmarks
BBulldoze
EscInspect (click a tile to see why it isn't growing)
Right-clickCancel the current tool

Zones, roads, lines and pipes can be dragged to place many tiles at once. Multi-tile buildings centre their footprint on the cursor.

Game

KeyAction
1 – 0Overlays (press again to clear)
SpacePause
+ / −Game speed (1×, 2×, 4×, 8×)
TabSwitch parcel owner (hot-seat)
F5 / F9Quick-save / quick-load
F10Menu
HHelp
`Toggle the side panel

Roads

Every building needs a road within 2 tiles. Roads can be laid across water as bridges, at four times the price.

ItemCost per tileNotes
Street$10Two lanes.
Avenue$25Planted median, half the congestion of a street.

Zones and growth

You don't build houses, shops or factories yourself. You zone land, and buildings move in when there is demand. The four bars at the top of the screen show demand for residential, commercial, industrial and office.

ZoneLow densityDenseWhat grows
Residential$10/tile$25/tileCottages and houses, then terraces; dense: walk-ups, then apartment towers
Commercial$10/tile$25/tileShops with awnings; dense: glass towers
Industrial$10/tile$25/tileWorkshops; dense: heavy factories with stacks and tanks
Office$10/tile$25/tileOffice blocks, then tiered skyscrapers

A lot grows one level at a time. Low-density zones stop at level 3, dense zones go up to level 6. Every eligible lot on the whole map competes for the same pool of newcomers, and the lots with the highest land value win.

What a lot needs to reach the next level

RequirementFrom
A road within 2 tiles, and powerAlways
WaterLevel 2
Education coverage (school or university)Residential level 3; offices from level 2
Land value of at least 380Dense zones above level 3
Health coverage (clinic or hospital)Level 5
Click a lot with the inspector (Esc). It tells you exactly what's missing: "needs water to grow", "needs a school nearby", "land too cheap for towers"…

Buildings that lose power, road access or water decline. Without fire coverage, buildings at level 2 and up can catch fire and burn down to rubble.

Power and water

Power lines and water pipes cost $5 per tile. Zones and most buildings pass power and water on to their neighbours, so a block of zoned tiles only needs one connection. Parks, plazas, playgrounds and monuments don't conduct.

Networks run across parcel borders. Each owner uses their own supply first, then buys from the cheapest neighbour selling a surplus. Tick Sell surplus at in the side panel and set a price to earn from your spare capacity.

BuildingSizeCostUpkeep/moSupplyNotes
Coal plant2×2$3,000$30240 ⚡Cheap, very dirty (pollution 60)
Gas plant2×2$5,500$42220 ⚡Pollution 25
Wind turbine1×1$600$4.5018 ⚡Clean
Solar farm2×2$4,000$990 ⚡Clean
Nuclear plant3×3$25,000$1201,200 ⚡Huge output, pollution 10
Water pump1×1$1,500$1580 💧+60 beside the river; needs 6 power
Water tower1×1$900$7.5040 💧Works anywhere; needs 2 power
Water treatment2×2$6,000$45320 💧+120 beside the river; needs 20 power

Services

A service covers every tile within its radius, on both sides of a parcel border, but only while it has power. An unpowered service shows a red beacon.

BuildingSizeCostUpkeep/moRadiusEffect
Police station1×1$2,500$2410Cuts crime
Fire station1×1$2,500$2410Stops fires
Clinic1×1$2,000$187Health; small land value boost
Hospital2×2$8,000$6016Health; lets towers grow tall
School2×2$4,000$3010Education: housing past level 2, offices
University3×3$15,000$9020Education; big land value boost

Parks and landmarks

BuildingSizeCostUpkeep/moEffect
Park1×1$50$0.60Land value +140, radius 4
Plaza1×1$80$0.90Land value +90, radius 3; good next to shops
Playground1×1$120$1.20Land value +110, radius 3
Sports field2×2$1,500$9Land value +170, radius 6
Stadium3×3$20,000$90Land value +260, radius 10; commercial demand
Town hall2×2$10,000$30Land value +120, radius 12; attracts residents and offices
Monument1×1$6,000$6Land value +150, radius 6
Airport4×4$40,000$150Commercial, industrial and office demand; noisy (pollution 40)

Money

The exact formulas and a revenue calculator are in the Parcelspedia. Each month you collect taxes from the buildings on your parcel, pay upkeep for everything you built, and settle power and water trades with your neighbours. The side panel shows all three.

Overlays

Number keys 1–0 (or the eye menu at the top right) tint the map: land value, power, water, density, pollution, traffic, crime, services and owners. Buildings fade to grey so the ground colours read clearly. The water overlay also shows pipes.

Multiplayer

The host owns the clock. Every player's commands go through it, everyone runs the same deterministic simulation, and the clients check a state hash every 30 ticks to catch and repair any drift.

Saves and settings

Saves live in saves/ next to the game: named saves from the menu, quicksave.ron (F5/F9) and an autosave whose interval you set in Settings. A save keeps the balance rules it was started with, so tweaking config/balance.ron only affects new games. Saves from v0.1 can't be loaded in v0.2.

Command line

parcels                                      # title screen
parcels --solo --ai 3 --map 128x96           # straight into a game vs 3 AI neighbours
parcels --host --slots 4 --name Rob          # host a LAN game
parcels --join 192.168.1.20:5757 --name Ana  # join one
parcels --load quicksave                     # load a save by name or path
parcels --seed 42                            # fixed map seed
parcels-server --slots 4 --wait 2 --map 192x144

Tips