Review: Little Cities

After a couple of previews, it’s finally time to give our verdict on what was almost going to be the first proper city building game on Meta Quest 2, Little Cities. However, low and behold it never rains but it pours, bizarrely seeing two arrive within weeks of each other, the other being Cities: VR. Yet in another strange twist, both videogames sit at opposite ends of the genre, with Little Cities providing a far less stressful, almost therapeutic experience for those that want to build without all the finicky financials.

Little Cities

The first virtual reality (VR) title from British indie team Purple Yonder with publishing help from VR veterans, nDreams, Little Cities is just that, build your own miniature metropolis. Rather than a plain expanse of land with a few environmental features all of Little Cities’ locations are sun-drenched archipelagos, so you’ll inevitably have at least one major island to build upon, with smaller islands to expand to.   

Whilst you don’t get much choice, to begin with, the aim with each location is to reach level 25, unlocking new areas in the process. Before that, it’s time to get building, with Little Cities featuring one of the easiest and most accessible buildings menus you’ll have seen in a game like this. All the details required for planning, how much money you have, is there enough water/electricity, are the residents happy are found by looking at your watch which is bright, bold, easy to read and minimal.

Almost like a Swedish furniture store, keeping things minimal is certainly at the heart of Little Cities so while those stats are informative there’s no in-depth tweaking. Die-hard construction simulator fans may even be a little aghast at the fact you can’t play around with finances, raising or lowing taxes, diverting funds to build something more practical or taking out loans to create an absurd monstrosity. None of that here in Little Cities. Think of it more like a quaint English village on a Sunday, there’s one pace and that’s with your feet up on the sofa.

Little Cities

Construction wise everything is housed in bubbles, press one to open the utility options to find your water, cell, and wind turbine towers. Or open up the services bubble which houses the police station, fire department and so on. The menu can be swapped between your left and right and in the options menu if you need to.

Like any city builder, roads are your first step with placement in Little Cities a doddle. These are all placed in straight lines – no bendy roads here – so cities always do end up in a similar grid structure. This is also necessary due to the fact that certain buildings like the fire station have a set service area, necessitating a central location for maximum coverage. After that, there are three main districts to build, Residential, Commercial and Industrial. Residents need places to live, places to work and places to spend money, balancing all three creates a booming economy so you can spend even more frivolously. You can’t build homes next to factories as residents will become unhappy and that’ll hit your wallet.  

In practice, if you follow Little Cities building suggestions – i.e.when there aren’t enough houses – then you’ll almost never run into an issue. The game balances things so well (almost too well) to maintain its calm, tranquil settings that even as a volcano in the middle erupts, spewing lava and molten fireballs at your city you’ll not be bothered, shrugging it off and replacing whatever’s destroyed.

Little Cities

Little Cities mixes up the gameplay via a selection of environments and region-specific buildings. As mentioned, one area has a giant volcano to build around, not only causing occasional havoc but also blocking network signals and other amenities. Or then there’s the desert location filled with sandstorms that can only be controlled through the planting of trees. As for the buildings, some areas will let you build a theme park or a stadium or a campsite, each having its own bonuses to adjacent buildings.

The problem is once these are built and you’ve hit level 25 to unlock everything you can’t do anything else. You have no option to build a whole row of airports just for the fun of it or see how happy you can make residents building 20 theme parks at once. The only option is to start a new map and see what new buildings there might be; Little Cities really could have done with a sandbox mode of some sort.  

Even with that in mind, Little Cities is hard to get annoyed with, each map delightfully engrossing from start to finish. Sure, it does start to grate a little when in the middle of building a new housing complex you level up, instantly stopping you from doing anything until you look at your watch and accept the notification – which happens 25 times per level, of course. But on the flip side, bringing the camera down to street level to see the bustling city is always satisfying.

Little Cities

And because Little Cities has been built for Meta Quest, there are no building pop-ups or graphical glitches that were noticeable. It’s definitely not as visually complex as Cities: VR and it doesn’t need to be. There are nice little visual and audible touches here and there, you’ll hear seagulls squawking or a small plane flying across your eye line.

To describe Little Cities in one word it would have to be ‘pleasant’. Much like an afternoon game of Wordle, it’s the sort of VR experience you want to sit down with a cup of tea and enjoy. There’s no friction to the gameplay, accessible and intuitive in minutes, which makes it great for those new to VR. What it lacks is additional depth and flexibility, not complexity. I don’t want to balance budgets or get into horrendous city planning fundamentals, what I would like is to build my own floating city that’s entirely populated with wind farms and Yurt Villages. Until then, Little Cities provides a straightforward slice of utopian city creation.

10 Minute ‘Little Cities’ Video Shows VR City Builder in Action, Post-launch Roadmap Revealed

Little Cities, the upcoming city simulator for the Quest platform, is delayed until May 12th. Despite a pushback on launch plans, the team has released a 10-minute gameplay video and post-launch roadmap to get prospective city-builders excited.

Little Cities is fundamentally ready to ship, although release has been a bit of a sticky wicket. Late April was set to the be the month of dueling VR city games, with Little Cities previously scheduled to come out just one week before Cities: VR, the official VR adaptation of Cities: Skylines. That’s until the team decided to take some breathing room and not launch within a week of one arguably its biggest rival.

In the meantime, the team released a post-launch roadmap today that details two future updates: a hand-tracking update in June that will let you ditch the controllers and go hands-on with building, called ‘Big Hands in Little Cities’, and an update in July called ‘Pretty Little Cities’ which will include a new range of buildings and cosmetic items. The team also promises “so much more to come” after those updates.

Created by indie team Purple Yonder and published by VR veterans nDreams, Little Cities is more of a casual city-building experience which abstracts away some of the more fiddly bits of the genre, like having to independently lay down powerlines, watermains, control the flow of traffic. plan bus routes, etc.

You can take a look at the action below, something we also describe in our hands-on from earlier in the month.

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‘Little Cities’ Preview – A Miniature City Simulator That’s Just So Damn Cozy

Little Cities was first announced back in late 2021, showing off what appeared to be pint-sized VR version of popular city simulator Cities: Skylines (2015)—only a few months before the very franchise announced the creation of its own official VR adaptation called Cities VR. Bad timing aside, we went hands-on with Little Cities before its April 21st release on the Quest platform to see if it offered up all of the expected charm of managing our own tiny diorama village in VR.

Fans of traditional city sims won’t have any trouble adapting to Little Cities’ main mechanics: you tower over an island that allows for you to sequentially grow across unlockable zones and earn new buildings as you attract residents who need a place to live, work and shop.

You’ll gather taxes on a weekly basis, so you’ll have everything you need to start planning out your roads, residential neighborhood blocks, commercial areas, and industrial zones—all of them hooked up to power, water, and cell phone coverage. That’s the basics of it, and even though it doesn’t get much deeper than that, the balance Little Cities is going for makes it feel like it’s more about providing a charming and relaxing experience that’s never too fiddly or fast-paced that you can’t just watch the world go by.

It’s apparent from the start that Little Cities is meant to be a more casual city-managing experience than others in the genre. You don’t need to deal with pollution, water piping, sewer wastage, electrical networks—all of that is handled automatically by connecting buildings to the central road network that you lay down. You can’t pause during gameplay to plonk down buildings or overhaul your roads. For my preview, the game seemed to provide plenty of time to breathe and do everything at a leisurely pace.

You also won’t need to paw through endless menus, which you might otherwise find on 2D city builders which may better provide fitting pieces with a bevy of roundabouts, road curve pieces, management tools, etc. For example: in Little Cities, you throw down one style of road which only allows for 90-degree grid patterns and basic intersections. At least for my playthrough, which allowed me to progress up to level 25 only on the desert island map, traffic was nonexistent. I could build massive industrial zones with only one entrance, weird intersections that would otherwise mean gridlock—basically many of the issues you might have to contend with in more a more in-depth city sim.

So now you know what’s missing, or rather the intentional omissions indie studio Purple Yonder made when designing Little Cities. So what does bring to the table besides being in VR?

Since the game is focused entirely on building on island areas, it offers up a lot of fun ways to level hazards at the player, which you need to contend with in unique ways. In the game’s desert type island, I had a massive, persistent sand storm that prevented me from building anything besides roads. Plonking down any zone, which you do by raising your wrist-mounted menu, resulted in a building site that’s never completed. The answer? Plant a few trees!

Sand storms can be banished if you put down enough trees, which unlock the area to you can continue building out blocks of houses, businesses, and factories.

The other environmental hazard is the need for water. On some maps, ground water is more abundant, but not on the desert island. Once your city gets big enough, you’ll unlock a desalination plant, which you’ll need all along your coastline to keep the water bar filled. You can see below that my residents are mostly happy, although my water could use a boost. In the 3D pie chart left of the happiness meter, you can also see I need more industry (yellow) and commercial (light blue) to keep people employed. It’s the same thing with power; build more wind turbines in windy areas, or solar plants where the sun shines the brightest.

Image captured by Road to VR

Like all industrial buildings, and things like water towers or cell phone towers, you don’t want to put them near residential areas. The happier your population is, the more money you can extract from them. That’s as deep as that mechanic goes though, so just make sure to keep an eye on where you’re building stuff.

As with any clear flatscreen-to-VR adaptation, we always have to ask ourselves whether the game actually feels like it belongs in VR, or whether it’s more suited to a monitor, mouse and keyboard. Here, it seems Little Cities has made a few functional concessions along with a number of minor additions that may just make it worth playing in VR over a similar flatscreen experience… if you’re looking for a very casual city-building experience, that is.

The ambiance, the relaxing music, the little events that happen every now and then (hot air balloons lifting off, a whale breaks the water to greet you, planes race overhead), all of it’s designed to get you to take a beat and chill out. Graphically the game is exactly what I’d expect too, a bright and cartoony world that offers up just enough random building variation to make it feel real enough.

As for comfort, I was worried I’d be spending too much time with my head tilted forward, which puts strain on my neck. Thankfully the movement scheme is simple, and allows you to get a comfortable view of your little town.

Locomotion is based on a ‘grab-the-ground’ type of sliding movement that lets you position yourself accurately. Zooming up and down lets you move between Godzilla to Godzooky in size. Or maybe from the Burj Khalifa to a 10-story building. I was always somewhere in the middle, so I could keep my head mostly level. Thanks to snap-turning, you can easily play seated if you choose, or go full room-scale if you want, the latter serving up a feeling I can only describe as making me feel like a kid playing on one of those big road map-style playmats.

So playing in VR has its cool moments, however outside of the nifty arm-based UI menu, which is simple to use, it’s mostly all a game of pointing and clicking with laser pointers. I definitely feel like there’s some missed opportunities here to integrate building and bulldozing into more immersive actions besides simply highlighting and clicking.

Anyway, there’s plenty more for me to experience as I go in for the full game before it release on April 21st for Quest and Quest 2 (Store link here), priced at $20. I’ve yet to play all island types, although what I’ve experienced so far is really promising—and just so damn cozy that I’ve easily spent multiple hours at a time just unwinding in my own cozy little island town.

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Little Cities Is More Than A Little Delightful (So Far)

Little Cities is currently the underdog in the VR city builder scene, but there’s plenty of reasons to root for it. Here’s our full hands-on.


If Cities: VR is an industrious, monolithic metropolis, then Little Cities must be the grassroots community center located out in the suburbs. The former is a busy, bustling ode to the urban jungle, its cogs ever whirring on as you micromanage systems down to the slightest details. Little Cities, meanwhile, is a city builder in which a ukulele happily strums along in the background as you watch hot air balloons peacefully orbit your island. It’s quiet and unassuming, gently encouraging you to establish an efficient, welcoming paradise at your own pace.

Little Cities might be the underdog in this scene, but there’s power in this approach.

The opening hours of Purple Yonder’s VR debut hit this home. Little Cities starts off at a breezy pace as it introduces logical concepts and a fantastic control scheme. You drag roads out onto your given island from your starting port, and get to work on zoning by grabbing a point on the map and then dragging your cursor just as you would a mouse. Residential zones are, obviously, vital for housing a steadily growing population, whereas industrial districts are needed to get the economy up and running. Place one too close to the other, though, and you’ll have citizens complaining about the noise. Commerical districts can act as a buffer, providing some income but also keeping the population happy.

Carefully planning out which zones go where is crucial to early success in the game, as is building out basic resources like wind farms and water towers without upsetting the locals. Expand in the right ways and the island will level up, unlocking new buildings and services, opening up new sections of the map and providing cash bonuses.

And, well, that’s pretty much all there is to it at first. This latest preview build let me try a new island with a volcano sitting right in the middle (the perfect place for a fresh start, right?). Naturally, there are Sim City-style disasters when the thing erupts and spits molten ash onto neighboring towns, highlighting the importance of populating a city with fire stations. But it also provides opportunities; thermal vents located across the island enable new types of buildings and more efficient power supplies. That said, the city was never brought to its knees by the looming threat of the volcano (again, in the early hours of the level).

But, for the purposes of the demo at least, the game’s easy-going charm is a real strength. There’s something deeply cathartic about watching your towns spring to life and seeing an economy flourish without having to delve into the nitty-gritty, and it’s never anything less than a delight to take a moment to scale down into a scene and watch cars and trucks busy themselves about town as birds nestle on rooftops and a sea breeze sweeps the coastline. I also can’t quite stress just how fond I am of the game’s soundtrack which, even just a few hours in, would bring a smile to my face when my favorite tracks returned.

But I’ll definitely be looking to see how Little Cities evolves out of that welcoming introduction in its later levels. An hour or two into the Volcano level and I was approaching higher ranks with relative ease. Occasional restructuring aside — which included rebuilding roads to fit more cell towers and relocating housing zones to keep people away from them — I was left keen for the game to challenge me in more demanding ways. Granted that won’t be what everyone wants out of this idyllic take on urbanization, but I’m hoping things get trickier on at least one of the six islands the game’s set to offer.

For now, though, I’m left very encouraged by Little Cities and what it offers in the face of impending competition. The game breaks ground on Quest 1 and 2 on April 21 for $19.99/£14.99. We’ll see you at the ribbon-cutting.

Preview Little Cities – Raising the Roof Even Further

Way back in October last year gmw3 got its first glimpse of Little Cities, a city-building title for Meta Quest. The first virtual reality (VR) product from indie team Purple Yonder – who themselves are the first studio to be published by nDreams’ new third-party publishing arm – Little Cities was quite the welcome treat, scaling back all the heavy lifting these types of management sims can burden you with for a far more streamlined experience. So why the second preview you may wonder? Well, as Little Cities nears launch we’ve been given access to a whole new island to build on, a sand-filled desert with new buildings and environmental issues to deal with.

Little Cities - Desert

Rather than a huge expanse of land to build your bustling metropolis on, Little Cities sticks to its namesake by offering far more compact areas of land. Designed like archipelagos, these island retreats can range from a large singular island that gradually unlocks as your level increases or made up of several smaller isles that require connecting.

Testing out the new Desert location, it was the latter, a relatively large – for Little Cities at any rate – piece of landmass with some rocky terrain, cacti, and sandstorms. Those sandstorms are the main feature as you can’t simply drop a load of homes, schools, police stations and a solar farm into the middle of a dust bowl. Nope, you need trees and plenty of them.

I noticed during the first demo that Little Cities seemed a bit devoid of plant life, I couldn’t make a park or any sort of outside play space. So bizarrely, sandstorms are what introduce trees (and only trees) into the mix, placing them just like roads creating sun-kissed boulevards lined with tropical plants. It adds some much-needed greenery whilst adding that extra bit of town planning, do I go for more commercial property or add a little foliage. Fail to include enough and residents start to get angry and nobody wants that.

Little Cities - Desert

Trees weren’t the only new addition to this desert region. The Oasis Dome, Yurt Village, Research Institute, Concert Hall and Observatory are all new buildings, each with their own particular bonuses. The Yurt Village for example improves residential happiness whilst the Research Institute improves industrial income. All need to be placed in reasonably close proximity to their respective zones.

Little Cities has also seen further additions to the management information and ability to immerse yourself in and navigate the environment. The watch handles everything from building demands to resident happiness and now includes both water and electricity indicators so it is easy to see when they get low. The ability to zoom into your tiny city also works – it didn’t previously. Not particularly useful during the construction phase, once that city is built and thriving getting down to (almost) street level is highly satisfying, seeing emergency services whizzing around as a building catches on fire, planes coming into land or just the dinky cars going about their daily lives.

Few of these Sim City style videogames have made it into VR which is maybe why Little Cities has been a joy to play. All the gameplay mechanics are very easy to pick up with the whole experience so laid back and casual it could almost be meditative. That does raise the question as to whether Little Cities could be too overly streamlined, so those looking for a more hardcore building simulator may find the title light on options. For now, though, I’ve enjoyed my time with Little Cities ahead of its launch on 21st April, priced at $19.99 USD/£14.99 GBP, which seems like a good price.

Build a Sprawling Metropolis With Little Cities This April

As you may be aware, nDreams (Fracked, Phantom: Covert Ops) launched a publishing arm for third-party developers in 2021. The first studio to be accepted was Purple Yonder with its relaxing city builder Little Cities. Today, the teams have announced that Little Cities is now due to launch next month.

Little Cities

As the name suggests, Little Cities is all about building your own mini-metropolis, filled with homes, shops, factories, hospitals, police stations, power plants and much more; everything a bustling city needs. Rather than giving you one massive stretch of green land to build upon, Little Cities has each of its levels built around an archipelago, giving you a variety of environmental components to build around.

The first area revealed was a fairly flat set of islands with a couple of hills to showcase how terrain can affect mechanics like WiFi. Today’s announcement has unveiled several more themed locations including a desert island and one with a giant volcano in the middle. Each with its own hazards, the desert features sandstorms that can be held back by planting trees. Whilst the volcano – as you’ve probably guessed – brings the risk of eruptions. The upside is that geothermal vents can power cities.

New islands also mean new buildings. Why not add a nice thermal spa and water park to your volcanic island city, or an aquarium and a stadium on those tropical islands. And these are just the islands Purple Yonder has teased, yet to reveal how many variations Little Cities has to offer.

Little Cities

City building might sound like a stressful endeavour, trying to earn money to expand and build new areas all whilst keeping the residents happy but Little Cities is very much a calm and relaxing experience. You can read gmw3’s initial preview which said: “For such an early demo ahead of a Spring 2022 launch for Oculus Quest, Little Cities was a pleasing delight.”

Purple Yonder and nDreams will release Little Cities exclusively for Meta Quest 1 & 2 on 21st April 2022. Take a look at the new trailer below and for further updates, keep reading gmw3.

Preview: Little Cities – Delightful City Building on Quest

Little Cities

There’s something to be said for calm, relaxing virtual reality (VR) experiences. Not the full tranquil, meditative sort but the ones that give you a challenge without all the rush and frustration. Videogames like Cubism and Puzzling Places are great examples of these and now VRFocus has been able to demo another that easily fits the bill, just in its own way. Little Cities harks back to those city building classics which were all about the strategic planning of an awesome metropolis, rather than worrying about what crazy event would happen next.

Little Cities

The work of indie team Purple Yonder with help from VR veterans nDreams, the demo was an early, pre-alpha version, offering up a suitable slice of the mechanics and the charming miniature aesthetics. With a shipping port as the starting off point, there was a wedge of cash in the bank to start building a few roads and stretch out across the main island. While the studio has said the final version will feature a multitude of locations, for this particular demo there were four, sun-kissed islands to expand across, with a couple of bridge designs automatically appearing once the shoreline was reached.

Roads are the core infrastructure mechanic here, there are no dropping buildings in random locations to connect up later. Each piece of road has two build markers that appear on either side, these are the only place to build the rest of the city ensuring that roads need to be carefully placed to maximise space. This meant sticking with traditional city building rules of creating blocks rather than twisting road systems that look fun but are entirely impractical once the videogame really starts to open up.

That happens by levelling up to a maximum of level 25. By this stage most of the city was built, finally unlocking the City Hall which made all the resident’s happy. Way before that though was the careful art of zone placement that fell under Residential, Commercial, and Industrial. People need homes, they need places to shop and they need work. Little Cities does continue to stick to real-life needs and desires in this regard, people don’t want to live next to factories so if you build a house next to one its happiness will go down. The same thing with utilities. Everyone wants a good network connection and reliable electricity but living next to pylons and giant masts, that’s a no-no.

Little Cities

Little Cities also likes to throw in other mechanics such as crime, healthcare and other worries, all of which can be fixed with police stations, hospitals, schools and other services. Trying to juggle all of this sounds stressful yet it isn’t. Purple Yonder have created a rather idyllic city builder, where you can sit back and survey all while the sounds of the city mutter along below.

In screenshots and the first trailer the studio showed the ability to get down and into the city, which wasn’t available in the demo VRFocus tried. It kept a lofty viewpoint with the city placed directly on the floor, almost like playing with a toy set. Even so, it looked very quaint seeing all the tiny motor vehicles whizzing around carrying out their daily chores. Once Little Cities really go going it superbly highlighted some awful road placement, vehicles stuck in long tailbacks because there was only one bridge or there weren’t enough junctions for them to take alternate routes.

For such an early demo ahead of a Spring 2022 launch for Oculus Quest, Little Cities was a pleasing delight. Placement of most of the buildings was easy – although being able to manually twist help would be good – especially when dropping a whole new neighbourhood in one hit. Even with only one area to build upon, once that first city had been completed it was time to open another save slot and try a whole new design, it’s why these types of videogames can be ridiculously addictive. Can’t wait to see what Purple Yonder has in store for Little Cities next year.  

Little Cities Brings City Creation To Oculus Quest In 2022

The city simulator genre is making its way to VR, with Little Cities arriving on the Oculus Quest platform in spring 2022.

Announced this week alongside a first look in the trailer embedded above, Little Cities looks to be a VR version of popular city-building simulators like Sim City and Cities Skylines. Releasing for Oculus Quest headsets, it has a similar visual style but slightly simplified and on a smaller scale — as the name suggests — taking place on connected islands.

UK indie game studio Purple Yonder is developing Little Cities, while Phantom: Covert Ops developers nDreams will act as the publishers, making it the first title to release under nDreams’ recently announced $2 million publishing and co-funding initiative.

little cities oculus quest

In a press release, nDreams confirmed that the game will feature some city sim gameplay staples, such as area zoning, utility planning and connections, and providing essential services such as emergency departments, education and healthcare. There will also be multiple islands to play through, “each providing its own gameplay challenges.”

There will be options for seated or roomscale play, using Oculus Touch controllers to build and populate your city — hand tracking isn’t confirmed yet, but given what you can see in the trailer, the game might be a good candidate for it. Unlike flatscreen city sims, being in a virtual environment in Little Cities will let you walk around your city and get up close and personal to each street corner in a new way. Hopefully, this immersive, god-like nature of the game differentiates it from the genre’s flatscreen predecessors.

Little Cities will release Spring 2022 for Oculus Quest and Quest 2.

Chill City Building Title Little Cities Coming to Oculus Quest Spring 2022

Little Cities

At the start of 2021 British virtual reality (VR) developer nDreams announced a $2 million fund to help co-fund and publish VR content from third-party developers. The first being brought to fruition from that initiative has been revealed today, a charming city building experience called Little Cities.

Little Cities

Created by indie team Purple Yonder, Little Cities is all about creating beautifully intricate, interwoven metropolises with residential areas, areas for commerce as well as industrial zones for everyone to work. As your city grows it requires careful balancing of these three core areas, enabling you to grow the population whilst ensuring all their needs are met.

Keeping the populous happy is your main priority, which also means ensuring crime is low by building police stations, hospitals are there to keep them healthy and schools to educate them all. Then there are all the utilities. An expanding city and its residents require access to power, water and network connectivity but they also don’t want to see them out their garden window. Little Cities will also feature unlockable buildings that’ll have their own unique properties.

You won’t be confined to one area either. You’ll be able to expand and build across several islands, each with its own unique features like mountains that block those important network signals.

Little Cities

Purple Yonder wants to make Little Cities as accessible as possible. So you’ll be able to play either seated in comfort or standing, allowing you to really lean in and see the city come to life, watching all the vehicles whizz around doing their daily chores. In keeping with the tranquil gameplay, Little Cities has a relaxing soundtrack, the gentle hum of an everyday city and the sounds of nature to further bring the experience to life.

Currently, Little Cities is scheduled to arrive in Spring 2022 for the Oculus Quest platform. Take a look at the first trailer below and for further updates, keep reading VRFocus.