Proximity City – Play Game Online
Proximity City

Proximity City

4.3 (76)

Proximity City is a relaxing rogue-like city-builder from JuicyBeast, built as a short experimental demo to test a twist on the formula popularized by Islanders. The king’s realm has gotten too crowded, and the job of expanding onto a series of empty islands falls to you — each day, you place buildings to hit a population target, and different buildings generate different population types that double as currencies for a randomized shop full of new building options and perks.

JuicyBeast stripped away the tax rates, water pipes, and zoning menus that usually come with city-builders, leaving a tight spatial puzzle: where you place each building, and which currency you’re optimizing for, is essentially the whole game.

FeatureDetails
DeveloperJuicyBeast
InspirationIslanders (credited to Grizzly Games) for the simplification approach
GenreRelaxing rogue-like city-builder
Core loopPlace buildings to hit daily population targets on each island
Currencies3 population types, generated by different building types
Rogue-like elementsRandomized shop for new buildings, plus perks
ScopeOriginally built in “a few weeks” as an experimental demo
PlatformBrowser — free, no download

Contents

  1. Controls
  2. The Core Loop
  3. The Three Population Currencies
  4. The Randomized Shop and Perks
  5. Tips
  6. FAQ
Proximity City
Proximity City

Controls

ActionInput
Pan cameraW, A, S, D, Arrow Keys, or Left-click and drag
Place a buildingClick on an empty tile

Confirmed directly via KBHGames, camera panning has three equivalent methods — keyboard (WASD or arrows) or click-and-drag — so you can use whichever feels more natural for navigating around an island as it fills up. Building placement itself is straightforward clicking, but as covered below, where you click matters far more than how you click — placement is the entire strategic layer of the game.

The Core Loop

Each island starts mostly empty, and the game gives you a daily population target to hit through building placement. Buildings generate population over time, and reaching the target keeps expansion moving — onto the next island, with new building options unlocked through the shop. The premise is intentionally minimal: “The king’s realm is too crowded, so the job of settling new frontiers falls completely on your shoulders.” There’s no resource management beyond the population currencies themselves, no tax sliders, no infrastructure to maintain — just placement decisions, repeated across a growing island.

JuicyBeast’s own framing of the design goal is useful context: they specifically wanted to keep the “simplification” that Grizzly Games brought to the city-builder genre with Islanders, while layering in currency variety and rogue-like elements on top. If you’ve played Islanders, the core placement-puzzle feel will be familiar — the additions here are the multiple currencies and the random shop.

The Three Population Currencies

Different buildings generate different population types, and these types function as separate currencies — each one spendable in the shop independently. This is the headline mechanical addition over a standard Islanders-style builder.

Worth knowing upfront: this exact design choice has drawn direct criticism from players in the game’s own comment section. One commenter asked plainly: “Not sure why to split to 3 resource when it don’t have any impact on gameplay.” Whether the three currencies meaningfully change strategy or function more like a single pooled currency split into three visual categories isn’t something the developer has publicly clarified. If you’re finding that having a surplus of one currency type and a shortage of another doesn’t seem to constrain your choices much, that’s a documented player observation, not something you’re missing.

A separate, smaller usability note from the same feedback thread: the currency icons (heart, book, and money symbols) are displayed inside character head icons, which one commenter noted makes them harder to read than they’d be as plain icons — worth knowing if you’re having trouble quickly distinguishing currency types on screen.

The Randomized Shop and Perks

New building options are unlocked through a randomized shop — confirmed by both the developer’s own description and Armor Games’ listing. This is the primary rogue-like element: you don’t get to choose exactly which buildings become available; the shop’s offerings are randomized, so the buildings you can place next are partly outside your control, similar to a roguelike’s randomized item pool between runs.

The developer also mentions “perks” as part of the rogue-like additions, though specific perk mechanics aren’t detailed in available descriptions. Based on player feedback, the relationship between buying cards in the shop and what’s actually needed to keep building isn’t always obvious — one commenter asked directly: “What is the point of buying card? When I don’t buy anything I still have cards to build.” This suggests the shop may provide acceleration or variety rather than being strictly required to continue placing buildings — but if you’re confused about whether a purchase is necessary, you’re not alone, and experimenting without spending may not block your progress as much as it might seem.

Tips

▸ Don’t assume currency type dictates strategy — but track your population targets closely

Given the open player question about whether the three currencies meaningfully affect gameplay, don’t over-invest mental energy into optimizing currency balance at the expense of the actual stated goal: hitting the daily population target. If currency type turns out not to matter much, the target itself is the more reliable thing to optimize around.

▸ Experiment with building placement — the game doesn’t explain requirements clearly

Confirmed directly by player feedback: “It’s not obvious how each building should be placed, add more info what it needs or what to avoid.” Since the game doesn’t spell out placement requirements, the practical approach is trial placement — place a building, observe whether it generates population as expected, and adjust future placements based on what you observe rather than expecting upfront documentation.

▸ Try building without spending shop currency first

Since one player found they “still have cards to build” without buying anything, don’t assume shop purchases are mandatory before you can continue placing buildings. If you’re holding currency and unsure what to spend it on, it may be safe to continue building with what’s already available and treat shop purchases as optional acceleration rather than a gate.

▸ Turn down or mute the music if it feels mismatched to the pace

A player comment specifically noted: “Music is too aggressive for me, for this type of game.” Proximity City is framed as relaxing, and if the soundtrack’s energy doesn’t match that for you, there’s no gameplay reason to leave it on — muting it doesn’t cost you any information, since all the gameplay feedback is visual (population numbers, building states).

▸ Use whichever camera pan method feels most natural — there’s no functional difference

WASD, arrow keys, and click-drag all do the same thing. Pick the one that’s most comfortable for repeatedly scanning a growing island — click-drag may feel more natural if you’re also clicking to place buildings, since your hand is already on the mouse.

FAQ

Who made Proximity City?
JuicyBeast, built originally as a short experimental demo over “a few weeks” to test a twist on the Islanders formula. Hosted on itch.io, Armor Games, KBHGames, and Funky Potato.
What are the controls?
Pan the camera with WASD, Arrow Keys, or Left-click and drag — all three are equivalent. Click on empty tiles to place buildings.
What’s the goal?
Hit the daily population target on each island by placing buildings. Different buildings generate different population types, which function as currencies for the shop.
Do the 3 population currencies actually matter?
This is genuinely unclear — a player directly asked the developer “why split to 3 resource when it don’t have any impact on gameplay” in the game’s own comment section, and no public clarification has been given. If you’re not noticing strategic differences between currency types, you’re not alone.
Do you have to buy cards in the shop to keep building?
Not necessarily — a player reported still having cards to build without making any purchases. The shop appears to offer additional or accelerated options rather than being a strict requirement, though this isn’t officially documented.
What inspired Proximity City?
Islanders by Grizzly Games — the developer specifically credits Islanders’ “simplification” of the city-builder genre as the basis, with added currency variety and rogue-like elements (randomized shop, perks) layered on top.
Is the game finished or a demo?
The developer describes it as “a demo we made in a few weeks to test out an idea” — it was an experimental project rather than a fully polished commercial release, which explains some of the rough edges in placement clarity and shop explanation that players have noted.
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