Games

Small, focused titles built with Unity – tuned for real devices, not just tech demos.

Ramtronik games live in the overlap between sandbox, simulation and “pick up and play”. The focus is on feel: responsive controls, decent performance on mid-range phones, and systems that can grow over time.

Target platforms

  • Apple iOS (iPhone / iPad)
  • Android phones & tablets
  • Xbox (Creator Program)

Town Builder 3D

iOS · Android · In development

Town Builder 3D is about creating a compact, living town in a fully 3D world. Place roads, zones and key buildings, then watch the town grow and react. It keeps the vibe of classic city builders but with touch-friendly controls and shorter play sessions.

Core ideas

  • Procedurally generated terrain and regions to build in.
  • Snap-to-grid building for roads, houses, shops and services.
  • Simple simulation of traffic flow and demand.
  • Play in quick sessions – build a bit, watch it run, come back later.

Gameplay goals

  • Easy to learn, minimal UI clutter.
  • Runs sensibly on mid-range Android and older iPhones.
  • Good “feel” when panning, zooming and placing objects.
City builder Single player Touch optimised
Townbuilder 3D gameplay

Status

  • Core building and placement systems prototyped.
  • Work ongoing on terrain, zoning and basic simulation.
  • First public builds planned for iOS TestFlight / Android beta.
Join Town Builder 3D beta (soon) Ask about technical details

3D World

iOS · Android · Xbox (planned)

3D World is a sandbox for exploring and tinkering with a stylised voxel landscape. It’s less about strict objectives and more about roaming, experimenting and seeing how far the world generator can be pushed.

Features

  • Procedurally generated worlds with varied biomes and layouts.
  • Lightweight building / digging tools for shaping the environment.
  • Third-person movement tuned for controllers and touch.
  • Performance-first rendering with low-poly style assets.

Tech notes

  • Unity-based, using a custom city / world generation library.
  • Input System configured for gamepad, keyboard and touch.
  • Built with console performance constraints in mind from day one.
Sandbox Procedural Mobile & console
3D World gameplay

Status

  • Core movement and camera systems working.
  • World generation under active iteration.
  • Planned: structured modes built on top of the sandbox.
Dev log / screenshots (coming soon) Chat about the tech

Bus Simulator

Android · iOS · Xbox (coming)

Bus Simulator isn’t trying to be a hardcore sim. It’s an arcade-style bus game where the steering feels good on a controller, the city feels alive enough, and you can get from depot to stop to depot without wading through menus.

Driving & handling

  • Custom bus physics tuned for gamepads (and mapped to mobile touch).
  • Emphasis on smooth steering, believable weight, and decent coasting.
  • Simple camera system that keeps the bus visible and drivable.

World & routes

  • Cities generated via the underlying city-generation tools.
  • Different route types: city loops, express runs, etc. (planned).
  • Scope kept intentionally tight so performance stays sane.
Driving Arcade Controller-first
Bus Sim gameplay

Status

  • Core vehicle controller and camera in active tuning.
  • Initial city layouts integrated from the city library.
  • Planned Xbox builds via Dev Mode once mobile is stable.
Follow Bus Simulator development Interested in testing on Xbox?