Field survey
Features
Exactly what Regions has today — real systems in the build, not concept art. The list grows with every dev diary.
built
Simulation & Traffic4
Agent-Based Traffic Simulation
Every vehicle is an individual agent with its own driver model, reading the road around it and deciding for itself when to brake, merge, or push into a junction.
Junctions & Roundabouts
Sculpt junction geometry by hand, choose signals or stop/yield signs down to the lane, and build roundabouts with real yield logic — no controller required.
Typed Lanes for Every Mode
Drive, bus, tram, bike, parking, and sidewalk lanes each carry their own rules for who is allowed to use them.
Railways & Level Crossings
Lay railway track with the same tool you use for roads. Level crossings spawn automatically wherever a track crosses a vehicle road.
Road & City Building Tools10
Live Road-Building Tools
Draw roads as real geometry instantly, cap dead ends properly, and repaint an existing road to a new type without a rebuild. Retype lanes, add turn bays, and change speed limits without ever redrawing a road.
Reshape Roads (Move It)
Grab any point along an existing road and drag — the shape deforms around your grab point with a natural falloff, live-previewed through the same pipeline the road actually bakes with, plus a straighten cue to snap it back to clean.
Lane-Precise Connections
Anchor a road end to one specific lane on another road at a precise angle instead of a rough approach — built for on-ramps, service roads, and merges that need to line up exactly.
Road Slopes & Vertical Curves
Junctions and merges on hills conform to a real vertical profile — crests and sags computed with design-speed limits and clearance warnings, so a road on a slope looks engineered instead of clipping through the terrain.
Advanced Road Connectors
Connect, Loop, and Parallel tools build smooth tangent connections, cloverleaf loops, and divided-carriageway twins without hand-fitting a single curve.
Parking Lot Generator
Paint a lot outline and stalls, aisles, entrances, and curb islands auto-fill and reflow as you edit. Hand-stamp individual stalls when the generator needs a nudge.
Development Plots & Procedural Buildings
Draw zoned plots next to a road, then grow real buildings on them — auto-fit or hand-drawn massing, per-building floor heights, and terrain pads that keep floors level on a slope.
Props & Street Furniture
Barriers, guardrails, pylons, arrow boards, and utility boxes — stamp one at a time or distribute a run of them along a road.
Move Tool — Plots & Buildings
Grab a plot, parking lot, or building and move, rotate, or duplicate it. Everything it contains travels with it.
Land Unlock Blocks
The map is divided into purchasable blocks — only unlocked land accepts new construction.
World Simulation5
Day/Night Cycle & Seasons
A driving game clock moves time of day and season forward continuously, and the world — streetlights included — responds to it.
Dynamic Weather
Rain, snow, and seasonal variation transition smoothly, driven by the same clock that runs day and night.
Deformable Terrain
A runtime-sculptable heightfield that flattens itself under every road you build.
Rivers, Lakes & Flowing Water
Runtime-spawned water bodies with buoyancy, plus a real shallow-water flow simulation for rivers.
Procedural Vegetation
Grass and ground cover scattered procedurally across the terrain.
City Systems1
Zoning
Residential, commercial, industrial, and park zones lay the groundwork for a growing city.
That's today. Tomorrow is on the board.