I'm the developer of Metropolis 1998. Unfortunately the launch date in the article has come and passed, but that's how things are in game development world. :D
Some tech talk:
- Custom engine (C++) using SFML for the graphics framework, and SQLite for database/data oriented design
- True isometric engine. No 3D models, everything you see is hand drawn sprites (made to look like a 3D render ha)
- Since sorting sprites is O(N^2), I figured out a way to create a depth map for each sprite to depth sort on the GPU
- Tons of work went into the pathing code to make it efficient, since this is the traditional bottleneck in these types of games. The game can handle around 100K units and vehicles moving around (on one CPU core)
- The team is just me and a couple part time contractors for the art and buildings.
- Most recent update (some cool skyscraper construction): https://x.com/YesboxStudios/status/1978928991663776224
- Fun fact: the entire game is currently 27 MB.
- Steam: https://store.steampowered.com/app/2287430/Metropolis_1998/