Compara los precios de Townopolis en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Lonely Troops. Publicado por Lonely Troops. Lanzado el 27/4/2016. Disponible en PC, Mac, Linux. Géneros: Casual, Indie, Simulation.

Don't let the 'city builder' label fool you - Townopolis is really a tile-based puzzle and time management game wearing a construction hat, and knowing that upfront saves a lot of frustration.

I'll be straight with you: I came to Townopolis expecting something in the neighbourhood of a light SimCity, and what I found instead was a Build-a-Lot clone with a modern paint job. That distinction matters enormously before you click purchase. The core loop is not about sprawling urban planning. You get a small grid of tiles, a set of objectives per level, and a limited pool of materials, workers, and cash. Your job is to work out the optimal building placement to hit those targets before the clock runs out - or, if you turn the timer off, at your own pace. It is closer to a spatial puzzle than a city sim, and once you accept that framing, the game becomes considerably more digestible. The 24-level campaign is where most players will spend their time, and it does a decent job of gradually unlocking new building types: small homes, large homes, apartment complexes, and a range of support structures that affect resident happiness and income. Up to three simultaneous objectives per level - reach a resident count, hit a happiness threshold, build a specific structure type - push you to think a couple of moves ahead. The rent-drip income model means pacing your build order is the central skill. Spend too early on premium apartments before your cash flow is established, and you will stall. Get the sequencing right and the levels click into place satisfying. A sandbox mode with its own achievement track adds some replay for completionists, though it is thin on variety. The main criticism that surfaces consistently across player feedback is balance degradation at higher building counts. Once you are managing eight or more structures, random breakdowns start triggering in rapid succession, and the manual repair loop turns what should be a thoughtful puzzle into frantic clicking. The breakdown sound effect compounds this - hearing it fire every few seconds grates quickly. It is a genuine design flaw, not a minor quibble, and it drags down the late campaign levels specifically. The game also shows its mobile origins in the interface: button targets are small on a monitor, and the isometric presentation looks dated by any standard. Where Townopolis earns its modest place is in approachability. The tutorial is clear, the socioeconomic systems are explained without condescension, and the pause-at-any-time option means even newcomers to the time-management sub-genre can experiment freely. There are no mods, no DLC ecosystem, and no post-launch content updates worth noting, so the ceiling is exactly what you see on day one. Achievement hunters can reasonably target a full clear somewhere in the 10-to-44 hour range depending on how hard you chase gold-star par times. For a strategy specialist like me that ceiling arrives fast, but the target audience here is not my spreadsheet crowd. Diego, Scout Team

Townopolis

Townopolis

27 abr 2016Lonely Troops
GamerScout opina

Don't let the 'city builder' label fool you - Townopolis is really a tile-based puzzle and time management game wearing a construction hat, and knowing that upfront saves a lot of frustration.

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I'll be straight with you: I came to Townopolis expecting something in the neighbourhood of a light SimCity, and what I found instead was a Build-a-Lot clone with a modern paint job. That distinction matters enormously before you click purchase. The core loop is not about sprawling urban planning. You get a small grid of tiles, a set of objectives per level, and a limited pool of materials, workers, and cash. Your job is to work out the optimal building placement to hit those targets before the clock runs out - or, if you turn the timer off, at your own pace. It is closer to a spatial puzzle than a city sim, and once you accept that framing, the game becomes considerably more digestible. The 24-level campaign is where most players will spend their time, and it does a decent job of gradually unlocking new building types: small homes, large homes, apartment complexes, and a range of support structures that affect resident happiness and income. Up to three simultaneous objectives per level - reach a resident count, hit a happiness threshold, build a specific structure type - push you to think a couple of moves ahead. The rent-drip income model means pacing your build order is the central skill. Spend too early on premium apartments before your cash flow is established, and you will stall. Get the sequencing right and the levels click into place satisfying. A sandbox mode with its own achievement track adds some replay for completionists, though it is thin on variety. The main criticism that surfaces consistently across player feedback is balance degradation at higher building counts. Once you are managing eight or more structures, random breakdowns start triggering in rapid succession, and the manual repair loop turns what should be a thoughtful puzzle into frantic clicking. The breakdown sound effect compounds this - hearing it fire every few seconds grates quickly. It is a genuine design flaw, not a minor quibble, and it drags down the late campaign levels specifically. The game also shows its mobile origins in the interface: button targets are small on a monitor, and the isometric presentation looks dated by any standard. Where Townopolis earns its modest place is in approachability. The tutorial is clear, the socioeconomic systems are explained without condescension, and the pause-at-any-time option means even newcomers to the time-management sub-genre can experiment freely. There are no mods, no DLC ecosystem, and no post-launch content updates worth noting, so the ceiling is exactly what you see on day one. Achievement hunters can reasonably target a full clear somewhere in the 10-to-44 hour range depending on how hard you chase gold-star par times. For a strategy specialist like me that ceiling arrives fast, but the target audience here is not my spreadsheet crowd.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Time ManagementTile-Based PuzzleBuilding PlacementRent MechanicsHappiness ManagementSandbox ModeAchievement HuntingMobile PortPausable Action

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
1 GB RAM
DirectX
Version 11
Storage
200 MB available space
Graphics
DirectX 10.0 compatible
Processor
x86-64 compatible

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OS
Windows 11
Graphics
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Información del juego

Desarrolladora
Lonely Troops
Distribuidora
Lonely Troops
Fecha de lanzamiento
27 abr 2016

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¿En qué plataformas está disponible Townopolis?

Townopolis está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Townopolis?

Townopolis se lanzó el 27 de abril de 2016.

¿Quién desarrolló Townopolis?

Townopolis fue desarrollado por Lonely Troops.