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  2. Destructible environment - Wikipedia

    en.wikipedia.org/wiki/Destructible_environment

    However, the trend to make more and more items and environmental features destroyable by the player hearkens back to the explosive barrels in Doom (1993). Games like Blood II: The Chosen (1998) also featured large numbers of destroyable objects; in that game a room filled with objects could be turned into an empty room filled only with debris.

  3. Category:Video games set in abandoned buildings and ...

    en.wikipedia.org/wiki/Category:Video_games_set...

    Pages in category "Video games set in abandoned buildings and structures" The following 55 pages are in this category, out of 55 total. This list may not reflect recent changes .

  4. List of city-building video games - Wikipedia

    en.wikipedia.org/wiki/List_of_city-building...

    Game Developer Setting Platform Notes 1964: The Sumerian Game: Mabel Addis: Historical: MAIN: Text-based game based on the ancient Sumerian city of Lagash. [1] 1969: The Sumer Game: Richard Merrill: Historical: MAIN: Adaptation of The Sumerian Game. [1] 1975: Hamurabi: David H. Ahl: Historical: MAIN: Expanded version of The Sumer Game ...

  5. Blast Corps - Wikipedia

    en.wikipedia.org/wiki/Blast_Corps

    The game was Rare's first game for the Nintendo 64. Its development team ranged between four and seven members, many of whom were recent graduates. The team sought to find gameplay to fit Rare co-founder Chris Stamper's idea for a building destruction game. The puzzle game mechanics were inspired by those of Donkey Kong (1994).

  6. Endzone: A World Apart - Wikipedia

    en.wikipedia.org/wiki/Endzone:_A_World_Apart

    Reviewing the game while in early access, Jonathan Bolding of PC Gamer said that the game's difficulty distinguishes it from other city-building games. [4] Rob Zacny of Vice recommended the game to people who enjoy micromanagement. He praised the game's balanced survival mechanics, which allow colonies to thrive but are a constant, deadly ...

  7. Afterlife (video game) - Wikipedia

    en.wikipedia.org/wiki/Afterlife_(video_game)

    Screenshot from the game. Most buildings in the afterlife produce Vibes, which are a measure of how buildings affect one another. Buildings can either produce "good vibes" or "bad vibes". Fate structures need to be under the appropriate type of vibe (good in Heaven, bad in Hell) in order to evolve into larger and more efficient structures.

  8. Project Nomads - Wikipedia

    en.wikipedia.org/wiki/Project_Nomads

    The majority of the game is spent on the player's floating island. At the beginning of the game the island sports only a single control tower, which is used to navigate. Throughout the course of the game, players can upgrade their island by building various structures ranging from defensive cannons to power plants that supply energy. [4]

  9. Caesar IV - Wikipedia

    en.wikipedia.org/wiki/Caesar_IV

    Caesar IV is a city-building game set in ancient Rome, developed by Tilted Mill Entertainment and published by Sierra Entertainment (Vivendi Universal Games). The game was released on September 26, 2006, in North America. The game features a three-dimensional game engine and individual modeling of game character behaviors.