A calm, modern city builder

Build somewhere worth living.

Lay the first street, zone the first homes, and keep the lights on. Blockline grows a settlement into a city one decision at a time, and always shows you why the city does what it does.

Plays in your browser. Your city is saved to your account.

Watch it grow

From one street to a city by the sea.

  1. Before

    Open country by the sea

    Every city starts as grass, a coastline and a charter. Scroll to build it.

  2. 01

    A place to call home

    A road to the founder's office, the first houses and a corner shop. Farms work the edge of town.

  3. 02

    Keep the lights on

    Wind turbines and solar panels, a water tower, the school and the library.

  4. 03

    More than houses

    Mixed-use streets, police and fire stations, a clinic and the first parks. Homes grow into terraces.

  5. 04

    A town that pays its way

    The railway arrives, industry fills the south-west, and a hotel opens off the high street.

  6. 05

    A skyline of our own

    Towers, avenues, a university and a museum. The Police HQ, the City Hospital and the prison open their doors.

  7. 06

    Opportunity for everyone

    The music venue, the botanical gardens and the zoo, plus a cinema, a pool and an arcade for the neighbours.

  8. 07

    Connected to the world

    A stadium and a theme park bring visitors from far beyond the coast.

  9. 08

    A city worth inheriting

    The grand city hall, a full skyline and a city that keeps itself healthy, clean and in surplus.

Drawn live in your browser by the game's own renderer.

What you do

You're the mayor. The map is yours.

Lay it out
Draw roads and paint land for homes, shops, factories and mixed use. Choose how dense each lot may grow, and watch houses become terraces and towers.
Keep it running
Build power from gas, sun, wind or water, then connect it with water, sewage and fibre. Streets carry the mains; a cut-off pipe shows up the moment you look.
Look after people
Schools, clinics, parks, police and fire crews. Balance taxes and upkeep so the town pays its way, then step inside the Police HQ, the City Hospital and the prison to run them yourself.
Blockline in play: farmsteads working golden fields beside a growing town of apartment blocks, solar panels, water towers and a hospital.
Farmsteads work the fields at the edge of town.

Walk inside

Some buildings have a whole world inside.

Open the doors of four landmarks and the map gives way to a living 3D building with its own staff, its own day and its own computer. Each one runs a simulation of its own that feeds back into your city.

Inside the Police HQ: an open-plan cutaway with a motor pool of patrol cars, an academy classroom, a dispatch centre full of screens, a case room with an evidence board and a community room.

Chapter 05 · Safety

Police HQ

Coordinate every station in the city from one headquarters. Split ten squads between patrol, investigations, training and community work, then watch crime and trust respond.

  • Linked stations reach further and take more calls.
  • Cases open where incidents run highest. Detectives turn up clues until the case cracks.
  • Neglect bites: cut the power, the funding or the training and the whole force slips.

Mini-games Dispatch Drill · Evidence Board

Runs on Precinct OS

Inside the City Hospital: a busy waiting room, curtained wards, an operating theatre, maternity, a pharmacy and an ambulance bay, with a helicopter on the helipad outside.

Chapter 05 · Health

City Hospital

Run the city's health service from one site: A&E, wards, surgery, maternity, public health and residency, shared between twelve teams.

  • Patients come from the city itself. Traffic and industry fill A&E; smog and winter fill the wards.
  • Outbreaks spread district by district until outreach teams contain them.
  • Linked hospitals and clinics reach further, and ambulances get there sooner.

Mini-games Triage · Containment Map

Runs on Ward OS

Inside the City Prison: a two-storey cell block, a classroom and workshop, a canteen, a counselling circle and a fenced exercise yard with a basketball court, watched from two towers.

Chapter 05 · Justice

City Prison

Convicts arrive from the Police HQ's solved cases and the courts. Each one has a name, a sentence and a programme they need before they go home.

  • Weigh security against education, counselling and workshops. Workshop goods sell as exports.
  • Crowding, bad food and short staff raise tension. Push it too far and the prison locks down.
  • An escape starts a manhunt, and the Police HQ joins the search.

Mini-games The Parole Board · The Cell Shuffle

Runs on Warden OS

Inside the Music Venue on a show night: a band on stage under coloured lights, a packed dance floor, a bar, the box office queue, a green room and a tour van at the loading bay.

Chapter 06 · Leisure

Music Venue

Bands from sixteen genres apply to play. Call them to the stage, listen to their demo and decide who to sign.

  • Every demo is composed on the spot for the band's genre, so you can hear a sloppy drummer drag.
  • Book headliners and support acts on a 15-night calendar and set the ticket price.
  • Turnout follows the city's taste, the night of the week and the band's following.

Mini-game Auditions

Runs on Backstage OS

And for everyone else: cinemas, bowling alleys, arcades, playgrounds and swimming pools, each lifting the mood of the homes around it.

How it plays

Eight chapters from a first street to a metropolis.

The city charter sets you one goal at a time. Hold it steady and the next chapter opens, with a grant and new things to build. Nothing is timed. Pause whenever you like: the city waits while you think.

  1. 01

    A place to call home

    Found a settlement: a road to the town hall, your first homes and jobs.

  2. 02

    Keep the lights on

    Opens schools, fibre, the internet exchange and the library.

  3. 03

    More than houses

    Mixed use, clinics, police and fire stations, buses, playgrounds and arcades.

  4. 04

    A town that pays its way

    Railways, docks, avenues, hotels, cinemas and pools.

  5. 05

    A skyline of our own

    Towers, universities and museums; the Police HQ, City Hospital and prison.

  6. 06

    Opportunity for everyone

    The subway, a zoo, botanical gardens and the music venue.

  7. 07

    Connected to the world

    Airports, a stadium and a theme park.

  8. 08

    A city worth inheriting

    Keep a lasting metropolis healthy, clean and in surplus.

Your town hall grows with you. From a log-cabin founder's office to a grand city hall with a clock tower.
  1. Founder's Office
  2. Town Hall
  3. Civic Hall
  4. City Hall
  5. Grand City Hall

Why it feels different

Simple actions, rich consequences.

Screenshots

Above the streets and below them.

Your first street is waiting.

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