The Utopia Tower in the ocean
Project · re:boot In development · 2026
In development A “Waterworld meets Burning Man meets SimCity” building simulation

re:boot

utopia tower endgame. Become part of a new society in 2047. Build your civilization on highrise ruins in the ocean — and decide by which rules and which philosophy.

High-level concept

Overview

Build your own civilization on the ruins of the old world.

In re:boot Utopia Tower Endgame you are the architect of your own civilization, shaping your utopia on highrise ruins in the middle of the ocean. In an age of climate catastrophe and eroding nation-state power, you take on the deeper needs of your inhabitants and set your own ideologies and rules.

You navigate the challenges of a hostile future: progressing climate change, competition with rival systems, and internal disputes.

Type
Economic & build simulation
Genre
Management · build strategy
Year
2024 — present
Status
In development
Tech
Unity · PC (console tbd)
Looking for
Co-producers · publishing partners

Watch

Trailer
Utopia on highrise ruins — a solar-punk off-grid world in the open oceanre:boot

A world after the great collapse

Storyworld

re:boot begins in 2047. The ice caps have melted, sea level has risen by 70 meters. After the great collapse of 2035, tech corporations seized power — pushing libertarian (USA) and fully regulated, controlled (China) models of society.

It became ever harder to live freely and democratically. But not everyone complies — in half-sunken cities, islands of resistance form: first quiet, then increasingly loud.

It all comes down to one question: by which rules and which philosophy do I build my society?

A system that follows no single “right” logic

USP

Players have the freedom to make decisions with real output, shaping their own play style. Buildings, resources, laws and institutions form a system on a matrix between shared and monopolized power, between communal and individual ownership. Different ideologies emerge from how you play.

The political matrix
The political matrix — your system is defined first through the laws you pass
Maslow's hierarchy of needs
Maslow's hierarchy of needs — the backbone of the whole game

The needs of the NPCs are at the center

NPC inhabitants have physical, mental and social needs, preferences, abilities, situational emotions and a “DNA” that weighs them. Through the well-being of complex NPCs, you can read how successfully your civilization is run. Displease them and they leave the tower on the next ship.

Core mechanics

Gameplay

Build, explore, research → unlock, raise values, win resources → fulfill goals, choose your reward.

01

Build & upgrade

Develop abandoned highrise ruins into a living tower.

02

Resources

Gather and synthesize new materials — power from plants, building stock from algae and fungi, biotech.

03

Laws & rules

Pass legislation and policy that bends the system toward your ideology.

04

Diplomacy

Forge strategic alliances — or sabotage rival corporations, syndicates and systems.

The Utopia Tower — ultra-wide banner
A society built on the ruins of the old order — utopia on the open oceanre:boot

Objectives & progression

The loop

An interactive intro leads players in. After a trailer, they pick material, companions and a suitable tower ruin — and the actual game begins. Quests teach the systems: housing, food and energy security. Three advisors (systems, trade & cooperation, construction) give input on demand.

Over the course of play, the AI U:T:E is developed — helping manage NPC needs once the population grows beyond what a player can hand-tend. Natural disasters, thefts, blackouts and media campaigns keep the tower in motion.

Interface design & in-game graphics — anticipated UI on the modular game gridre:boot
The society is yours to design — not a path we prescribe

A simulation about the future we choose

re:boot hits the nerve of our time — climate, the social, economic and legal — with a surprising, deep scope. We are looking for co-producers and publishing partners.

Book a call →

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