Snug town

Style 1 of 4: Cosier with a tree and a path next door

How to play Snug town

Snug town opens with two ways to play. Build a town hands you bare land and counts who moves in: a home only takes anybody at all when there is a path right next to it, corners included, and it fills up as three things come within two squares, water (a well, a fountain or a pond), light (a lamp post) and shopping (a shop, a cafe or a market stall). Fully served, a cottage holds two people, a house four and a tower six, its windows light up warm, and a home that is still short of something floats a small bubble showing what it wants. Free build is the same field with no numbers on it at all: no people, no charm, no bubbles, just an example village to fiddle with and a dice button for a fresh random one. Each mode keeps its own town, so switching costs you nothing, and the two arrows in the bottom bar take you back to the picker. The building itself works the same either way. The field is drawn in an isometric view, so every building has real height and a roof you can see. Open the build menu at the bottom, flip between homes, village, ground, nature and extras, and tap a square to place whatever you picked. There are twenty one things to build, from houses and cottages to a tower, a cafe, market stalls, a barn, fields, hedges, lamp posts, a fountain and a statue, and most come in two to four styles: tap one of the little bars under a piece to pick a style, or tap a tile you already built to swap it. The eraser puts a square back to grass, and both towns are saved in your browser so they are still there tomorrow.

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About Snug town

Some building games are about optimisation and some are just about fiddling, and the fiddling ones tend to age better. Snug town lets you pick which one you are in the mood for. Free build is the plain version: a small grid, no numbers, nothing that can run out or catch fire, and an isometric view that makes a row of little roofs look like a street. Build a town adds the one rule set that suits a cosy village, which is people. Homes fill up when a path, some water, a lamp post and a shop are close enough, so the place grows out of ordinary decisions about where to put things, and nothing is ever taken away again: a home that is short of something simply holds fewer people until you fix it. That turns out to be a good five minutes either way, enough structure that clustering four houses around one well feels clever, and little enough pressure that you can put the phone down mid-village without losing anything. Both towns persist between visits, which is the whole point.

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