# MiniCity: Pixel City Builder — How big in 50 years?

> How big in 50 years? (iPhone/iPad app by shuya fukai.)

- Source: https://appshunter.io/ios/app/minicity-pixel-city-builder/id6804421339 (this page in markdown: same URL + `.md`)
- Developer: [shuya fukai](https://appshunter.io/developer/6788356713)
- Category: Games, Simulation, Strategy
- Price: Free with in-app purchases
- Age rating: 4+
- Requires: iOS 17.0 · 5 MB
- Languages: American English, French (France), German (Germany), Japanese, Korean, Brazilian Portuguese, Chinese (Simplified, China), European Spanish, Chinese (Traditional, Taiwan)
- Released: 2026-08-29
- Data updated: 2026-09-29
- User reviews in markdown: https://appshunter.io/ios/app/minicity-pixel-city-builder/id6804421339/reviews.md

## What is MiniCity?

MiniCity is a pixel-art city builder with one question at its heart: how big a city can you grow in 50 years?

Place zones, run power, let time move. The city grows on its own. But factory smoke stops houses from growing, and crowded roads pull land value down. In the same 50 years, one player ends with 10,000 people and another with 100,000. The difference is where they built.

■ 50 years. How far?
Choose 50, 100 or 200 years when you start. When the last year ends, time stops and a report card shows population, funds, top building level and achievements. Your population goes to the Game Center leaderboard, so you can see where you stand in the world. The report card becomes a single picture with a bird's-eye view of your whole city, ready to post. Prefer no pressure? "No limit" is there too.

■ Only thirteen things to place
Roads, avenues, rail, stations, power lines, parks, big parks, residential, commercial and industrial zones, power plants, police and fire stations. Decide where they go, then watch the city move.

■ What happens inside the city
• If houses never get bigger, there is usually smoke nearby. Pollution drags land value down, and big buildings won't rise on cheap land
• Parks absorb smoke, police stations cut crime, and value comes back
• Zones grow through ten levels. Each level stands taller, ending in high-rise towers with blinking lights
• Residents follow roads to work. Busy roads fill with cars, and land next to them loses value
• Link stations by rail and residents commute by train. The roads in between empty out, and land around stations gains value
• Avenues raise the value of land along them, but cost more to build and to maintain every year
• Power plants have limited capacity. As the city spreads, you will run short

■ Read the numbers on the map
Tap a tile with Inspect to see its land value, pollution, crime, fire risk, traffic, population and activity. Tap a row and that value is painted across the whole city. You see at a glance where it hurts.

■ Collect achievements
60 of them. Not just population and money goals, but ones that ask how you built: "3,000 people with peak pollution under 40", for example. Sign in to Game Center and they are kept there too.

■ Terrain
Rivers, lakes and forests are generated for every city. Look at a few candidates before you start and pick the one you like. Water and forest raise land value, so where you put the city is your first real decision.

■ About the art
There are no image assets. Every pixel is drawn from code. The moment a zone grows a level, that spot flashes.

■ Controls
• Everything works with one finger: panning, drawing roads, zooming
• Roads are not final until you confirm. Went too far? Trace back without lifting your finger
• Autosave. Close the app and pick up where you left off

■ Price and ads
The game is free. No sign-up, no login. Ads appear in menus like achievements and budget, in a banner under the tools on the city view, and between play sessions. A one-time "Remove Ads" purchase turns them off for good.

Fifty years. How big will your city be?

## Pricing and in-app purchases

Base price: Free.

**One-time purchases**

| Purchase | Price | Type |
| --- | --- | --- |
| 広告を消す | $1.99 | one-time |



## Version history (last 5 releases)

### 1.6.0 — 2026-09-28

Trains are here.

• Trace to lay rail. Where it meets a road, it becomes a level crossing
• Place a station (3×3) beside the track. Once two or more stations share a line, trains run
• Residents ride from station to station, so the roads in between empty out. Link homes to far-off industry and the jams clear
• Land around stations rises strongly in value, and nearby roads get less crowded

• Linked high-rises now crumble too when pollution gets bad or they lose power or road access
• Fixed demolition not charging the price shown

Thanks for playing MiniCity.

### 1.5.1 — 2026-09-25

A fresh look and new ways of counting.

• Demand now shows as house, bag and gear icons with strips that stretch left or right. Stretching right means new zones will grow
• Zone colors are now orange for residential, purple for commercial and slate blue for industrial
• Years are counted from the start: Year 1, Year 2, and so on
• The tax baseline is now 10% (0–30%). Income and demand balance the same as before
• Tool prices and starting funds have been revised

• Inspecting a linked building also shows the total for the whole building
• The 50,000-resident achievement is now "Giant City", and the 150,000 one is "Megalopolis"

Thanks for playing MiniCity.

### 1.5.0 — 2026-09-24

Rethought how the city moves and how numbers read.

• Residents take the nearest jobs first and travel farther once those fill up. If the only industry is far from home, the roads in between jam
• New measure: Fire risk. It rises with taller buildings, factories and power plants, and drops near fire stations. It weighs on land value too
• Land value, pollution and other numbers now read 0–100
• Population is shown per residential zone, activity per commercial zone
• 26 tough new achievements: 150,000 residents, all three zone types at L10, reaching 2400, and more

• Higher-rise blocks no longer hide the colored map

Thanks for playing MiniCity.

### 1.4.0 — 2026-09-22

More to feel as your city grows.

• Place four zones of the same kind in a 2×2 square and get them all to L9 or higher: they join into one big building. Residential blocks double their residents and never shrink
• New Big Park (3×3). Absorbs pollution farther than nine small parks and raises land value several blocks out. Needs no power or road
• Sounds for placing, growing and the report card, plus a light tap when you build. Turn them off in Budget › Settings
• A loupe appears above your finger while placing roads and zones, showing what's under it at 2×

Easier to understand.

• After the first steps, the nearest achievement shows at the top as your goal
• Tap the R·C·I bars to read demand in words
• View and share the current report card any time from Budget
• Roads and zones can be placed over small parks. Placing a park keeps power lines

Growth and demand respond more slowly, so a new road no longer fills up in a burst and stalls.

Thanks for playing MiniCity.

### 1.3.2 — 2026-09-22

Inspect is easier to read.

• Tap the header or ∨ to fold the list, so you can see the colored map all the way down. Tap another tile to open it again
• "Density" is now "Population". It counts residents only, so any tile outside residential zones shows 0. Residents plus jobs is "Activity"

Thanks for playing MiniCity.

## More apps by shuya fukai

- [らくじたく](https://appshunter.io/ios/app/id6788356709)
- [らくじたく+](https://appshunter.io/ios/app/plus/id6791603614)

All apps by shuya fukai: https://appshunter.io/developer/6788356713

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*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-09-29.*
