one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

core loop

zone residential, commercial, and industrial land beside roads -> place power plants and water towers on the road network -> zones develop as demand allows -> taxes fund services and land -> respond to crime, fires, disasters, and quests for experience -> level up to unlock buildings

design notes

Pocket City cuts the SimCity utility layer down to the road graph: power plants and water towers sit on roads, and any building within two tiles of a road receives power, water, and access, so there are no power lines, pipes, or terrain elevation to manage. A gauge reports which zone type citizens demand. Progression runs on experience rather than population: construction, responding to crime, fires, and disasters, completing quests from residents and an advisor, and hosting events such as block parties, firework shows, and rocket launches add experience, and each city level unlocks buildings or pays out cash. The map grows by buying extra plots from a landlord whose price rises with each purchase (proposed as land-expansion). Difficulty settings change starting cash and whether the city depends on bank loans, and a sandbox mode removes costs, quests, and levels. It was sold as a premium game with no timers or in-app purchases.

relations

12 stored edges
uses

Milestone unlocks

Experience from building, quests, hosted events, and handling crime, fires, and disasters raises the city level, and levels unlock building types and grant money.

core
uses

Road networks

Roads are the only utility network; a building within two tiles of a road gets power, water, and access, so the player lays more road than traffic alone would need.

core
uses

Zoning

The player paints residential, commercial, and industrial zones tile by tile or by dragging, and lots develop only when they are within reach of a road with power and water.

core
uses

Treasury and budget

City funds pay for construction, services, and land; difficulty sets how much cash the city starts with and how expensive building is.

supporting
uses

Crime and policing

Crime rises as the city grows; police stations unlock with level, and stopping crime earns experience.

supporting
uses

Building placement

Service buildings, parks, and landmarks are placed on the tile grid next to roads; some rectangular buildings cannot be rotated.

supporting
uses

Loans and debt

On Expert difficulty the city must take bank loans to keep building.

supporting
uses

Power grid

Power plants placed on a road supply the buildings served by the road network instead of a separate grid of power lines.

supporting
uses

Random disasters

Disasters such as tornadoes strike at random or when the player triggers them, can be switched off, and damaged buildings are repaired with a paid rebuild button.

supporting
uses

RCI demand

A gauge at the top of the screen shows whether citizens want more residential, commercial, or industrial zoning.

supporting
uses

Service coverage

Safety buildings (police, fire department, hospital) and recreation unlock with level as the city grows.

supporting
uses

Taxation

Raising taxes increases revenue at the cost of residents leaving, and lowering them attracts residents.

supporting

claims

7 with sources
c01high

Pocket City was released on 2018-07-31 for Android and iOS by Codebrew Games.

Released: July 31, 2018

review information box

src-destructoid-2018-pocket-city-review

c02medium

Power and water reach buildings through roads; the game has no power lines, water pipes, or elevation editing.

There is no elevation manipulation, no powerlines to worry about, no pipes for water and sewer.

review body

src-destructoid-2018-pocket-city-review

c03medium

A gauge on screen tells the player which zone type citizens are demanding.

A small gauge at the top notifies you of what the citizens are demanding more of

Gameplay

src-imore-2018-pocket-city-review

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City levels pay out money or unlock buildings.

level up and gain monetary rewards or unlock buildings

review body, experience section

src-indiehive-2019-pocket-city

c05medium

Extra areas of the map are bought with in-game currency and become expensive.

with additional areas of the map purchase-able via the in-game currency things can start to get expensive, fast.

review body

src-toucharcade-2018-pocket-city-review

c06high

A macOS edition is sold on the Mac App Store.

The hit city-building game for iOS is now available for MacOS.

app description

src-apple-2026-pocket-city-mac

c07high

The iOS listing describes zoning residential, commercial, and industrial land.

Create residential, commercial, and industrial zones.

app description

src-apple-2026-pocket-city-ios

sources

6
CJ Andriessen (2018-08-11). Review: Pocket City. Destructoid
Christine Chan (2018-08-13). Pocket City review: Build and manage your dream city. iMore
David Ingrusee (2019-11-10). Pocket City – Premium City Building for Mobile. Indie Hive
Codebrew Games Inc. (2026). Pocket City. App Store
Codebrew Games Inc. (2026). Pocket City (Mac). Mac App Store

provenance

runs in log/runs
2026-10-25
created2026-10-25-catalog-game-pilotcatalog