Notes from a city in the making

THE BRAINBABY LABS JOURNAL

Behind the
little big city.

The shifts, the streets, the questionable decisions.
A closer look at what we’re building, and why.

The everyday stuff matters / Editor’s pick

Nine careers. One city to make your own.

Craze City’s nine careers give you different ways to earn, level up and build a daily routine around the city.

Read the story ↗
Actual Craze City market square with residents and a street-food cart
ACTUAL DEVELOPMENT CAPTURE · CRAZE CITY

The development journal

Stories from our streets.

16 notes from the build
013 MIN READ

What changes when you own a business

Owning something that earns without you is the most satisfying step in a life sim, and the one most likely to end the game.

023 MIN READ

A little wilderness beyond the city

Every other system in this city is counting something down. The wilderness is the one place that is not, and that is the reason it is in the game.

033 MIN READ

What happens when trouble catches up

Every open world lets you commit crimes. Almost none of them can afford to punish you for it, and you can feel the difference the moment the sirens stop.

043 MIN READ

Make your character feel like you

Most character creators are a shop with a mirror attached. The interesting question is not how many hairstyles there are, it is what wearing one tells anybody.

053 MIN READ

A city you can enjoy on your own

Say a game is online and half the people reading decide it is not for them. They are usually right, and the reason is not the other players.

063 MIN READ

Your first home in Craze City

Buying a house is one of the most-searched things anyone wants from a life sim. It is also the feature most likely to be a certificate you look at once.

073 MIN READ

Building a connected city for your phone

Every mobile open world promises one city. Most of them deliver five districts and a progress bar. The difference is not budget or art, it is where the world comes from.

083 MIN READ

Deadwood: the dangerous district across the bay

In most multiplayer zombie games the zombies live behind a menu. Here they live across a bridge, in the same city, in the same session as everything else.

093 MIN READ

Keeping zombie survival free to play

Search for a free open world zombie game and you get a hundred results. The question worth asking is not whether it costs nothing to install, it is which part of the game is for sale.

104 MIN READ

How money moves through Craze City

In most life sims money has exactly one thing it can do, which is leave. Giving it somewhere to sit is what turned a number into a decision.

114 MIN READ

Nine careers. One city to make your own.

Craze City’s nine careers give you different ways to earn, level up and build a daily routine around the city.

125 MIN READ

A closer look at Deadwood’s content and tone

A content rating tells you what a game shows. It does not tell you what it does to a kid's money, their evening, or the ten minutes after they lose. Those are the harder three.

135 MIN READ

The quiet moments between encounters

Gore is a picture, and a picture is the weakest thing you have on a phone screen with the sound off. So the horde runs to a timetable instead, and the timetable is the frightening part.

143 MIN READ

Why our zombies don't bleed

Almost every zombie game answers one question with blood. Taking it out meant answering that question a different way — and it turned out to change the whole mode.

153 MIN READ

How Deadwood gets harder as you explore

There is no difficulty menu in Deadwood Quarantine. Breed, population, raid frequency and pay all come off one value, and the player sets it by walking.

163 MIN READ

Why every round matters in Deadwood

Health bars are a bad clock. In Deadwood Quarantine the thing counting down is your magazine, and every enemy has a price in rounds.

Promotional illustration of an orange cat and brown dog

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50 player guides for city life, pet companions, coffee shifts, free-roam driving and a little zombie chaos.

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