A transport game in the spirit of OpenTTD, set between the years 800 and 1500. You start with pack donkeys on dirt trails, move up to carts and river barges, and end with horse-drawn wagon trains on wooden rails with lantern signals.
Real screenshots from Unity, newest build first. These show where the game actually is.









Last updated: 2026-10-04
A transport game in the spirit of OpenTTD set in 800-1500: donkey trails, then roads and rivers, then wooden wagonways with lantern signals. Chosen look: "the living landscape" (detailed 3D). Research pages are in research/.
| Decision | Choice |
|---|---|
| Engine | Unity 6000.3.18f1, URP |
| Game logic | Hidden tile grid (8 m tiles), smooth landscape drawn over it |
| Ages | I Trails 800-1000, II Roads and rivers 1000-1250, III Wagonways 1250-1500 |
| Combat | None; swords and axes are cargo |
Game > Build Look-Proof Valley (UnityProject/Assets/Game/Editor/ValleyBuilder.cs) generates Assets/Game/Scenes/Valley.unity: 2 km terrain, river with a ford, 86,844 trees, a village street, an upland hamlet, a donkey string walking the trail, evening light, tycoon camera.
Frame times on the M4 Pro, in the editor, 2560x1440, 4x MSAA (Game > Run Render Benchmark):
| View | First build | With grouped forest renderer |
|---|---|---|
| Village, 120 m | 12.6 ms | 6.2 ms |
| Forest edge, 70 m | 15.3 ms | 5.9 ms |
| Wide, 620 m | 27.0 ms | 8.2 ms |
| Fully zoomed out, 1300 m | 60.7 ms | 8.6 ms |
The target is 16.7 ms (60 frames per second).
These figures are from quiet runs and repeat within about 1 ms. While another game was using the GPU on the same Mac, the same benchmark read 30 to 50 ms with identical draw counts and returned to 8 ms afterwards, so a single slow run is not evidence of a regression: run it three times.
Gate result: passed. The first build drew every tree separately, about 50,000 draws per frame; ForestRenderer now sorts trees into 64 m cells and draws each cell in one instanced call.
After the detail pass below, the same views take 9 to 14 ms: the leafy tree models are now kept out to 1 km, and grass, flowers and wheat are drawn near the camera.
tools/blender/build_cottages.py): three cottages and a barn with timber frames, thatch, stone footings, doors, shutters and woodpiles, using CC0 textures.tools/blender/build_animals.py) with sacks and a pack saddle.tools/progress-site/deploy.sh builds this page from docs/STATUS.md, docs/site/ and the git log, and publishes it to https://ttdelux.kroesneger.nl/ on pislik.
Broadleaf trees are leaf cards round a simple core and will want real tree models. Terrain and building textures are CC0 from Poly Haven, prepared by the scripts in tools/.
Concept sketches, not the game. They show the target look and the three ages.





The last 7 commits to the project repository.
| When | Commit | What changed |
|---|---|---|
| 2026-10-04 00:37 | 75ec24f | feat: cottages, barn and pack donkey modelled in Blender |
| 2026-10-04 00:16 | 2877209 | feat: firs, meadow plants, strip fields and wattle fences |
| 2026-10-04 00:05 | 840bc2e | docs: note benchmark variance under a shared GPU |
| 2026-10-04 00:00 | 5488432 | perf: draw the forest in instanced cells instead of one call per tree |
| 2026-10-03 23:54 | f551d3a | docs: project status and the status site generator |
| 2026-10-03 23:54 | 43f4768 | feat: look-proof valley generated in Unity 6 (URP) |
| 2026-10-03 23:54 | 0caa25b | docs: art direction and game design research pages |