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02Case study

Mega Site: Civil Tycoon

Indie game · Android

An idle construction simulation centred on industrial production, resource management and large-scale construction — from the first limestone quarry to a 1,400-metre megaproject.

Status: In development
Mega Site early game at site level 15: Apex Spire Citadel phase 4 of 10 and the supply chain pipeline
Mega Site endgame at level 95: blueprint of the Apex Spire Citadel at phase 25 of 30
Mega Site mid game at level 48: contracts for limestone, coal coke, iron ore, cement and steel

02 / Mega Site: Civil Tycoon

Real screenshots · development build

Lv. 15 → Lv. 48 → Lv. 95

How it’s built

From the project’s source code

  1. 01Flutter UI

    Game screen · dialogs

    → GameBloc

  2. 02GameBloc

    Events · game loop

    → Domain use cases, Services

  3. 03Domain use cases

    Tick · upgrade · offline earnings · prestige

    → Repository

  4. 04Services

    Audio · notifications · ads · review

  5. 05Repository

    Game state

    → Drift (SQLite)

  6. 06Drift (SQLite)

    Save coordinator

The economy is pure Dart, independent of the UI — which is what makes it testable.
domain use cases — tick, upgrade resource, upgrade site, offline earnings, prestige
5
resources in the supply chain
5
test files covering the engine, persistence and BLoC
8
Status: In developmentNot yet publicly listed on Google Play

Mega Site is an idle/incremental game about running a construction megaproject. Limestone, coal coke and iron ore feed a cement kiln and a blast furnace; their output pays for new site levels, a workforce and, eventually, the Apex Spire Citadel — before a corporate buyout resets the run with a permanent boost.

The problem

Idle games live or die on pacing. The design challenge was to make a supply-chain economy readable on a phone screen and keep progression satisfying from the first minute to the endgame prestige.

My role

Solo developer and designer — game economy, systems, UI and art direction, monetization and release preparation.

Technical approach

  • Clean architecture: ticking resources, upgrades, offline earnings and prestige are pure Dart use cases, independent of Flutter widgets.
  • BLoC drives the game loop and UI state; GetIt handles dependency injection.
  • Game state persisted in SQLite with Drift through a save coordinator.
  • Retention features built in: local notifications, audio feedback, daily rewards and an in-app review prompt.

Engineering decisions

Simulation separate from rendering

Because the economy lives in testable use cases, balancing changes and offline-earnings maths are covered by unit tests instead of play-testing alone.

A visual language for the fantasy

SCADA-style telemetry feeds, blueprint viewports and phase-based construction make abstract numbers feel like a site coming to life.

Status

In active development and testing. Screenshots are from development builds; the Google Play link will appear here once the listing is public.

Gallery

  • Mega Site early game at site level 15: Apex Spire Citadel phase 4 of 10 and the supply chain pipeline
    ScreenshotEarly game — the first supply chain (Lv. 15)
  • Mega Site mid game at level 48: contracts for limestone, coal coke, iron ore, cement and steel
    ScreenshotMid game — contracts and refineries (Lv. 48)
  • Mega Site endgame at level 95: blueprint of the Apex Spire Citadel at phase 25 of 30
    ScreenshotEndgame — the Apex Spire Citadel (Lv. 95)
  • Mega Site corporate buyout prestige screen at level 100
    ScreenshotPrestige — the corporate buyout (Lv. 100)
  • Mega Site daily login bonus with a seven-day streak
    ScreenshotDaily login streak
  • Mega Site Megacorp store with one-time purchases
    ScreenshotMegacorp store (one-time purchases)