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LostCity

WORK IN PROGRESS: not every city can be beaten yet! A flooded, overgrown city of skyscrapers replaces the second biome: climb ruined towers, cross on rope bridges, vines and ziplines, hide from missile alerts. Everyone in the lobby needs the mod.

By Tobeyyy
Date uploaded 2 days ago
Version 0.5.2
Download link Tobeyyy-LostCity-0.5.2.zip
Downloads 23
Dependency string Tobeyyy-LostCity-0.5.2

This mod requires the following mods to function

BepInEx-BepInExPack_PEAK-5.4.75301 icon
BepInEx-BepInExPack_PEAK

BepInEx pack for PEAK. Preconfigured and ready to use.

Preferred version: 5.4.75301

README

⚠️ WORK IN PROGRESS ⚠️

Not every city can be beaten yet!

Some days there is no way up to the next campfire. See "If you get stuck" further down.


Lost City

The second biome becomes a drowned city. Lost City replaces PEAK's Tropics / Roots section with a flooded, overgrown ruin of office towers. Wade and dive across the flood, climb in through broken windows, cross between the towers on rope bridges, vines and crane jibs, and find your way up to the next campfire, while missile alerts send you running for cover.

Every daily island has its own city, and everyone on the same island gets the same one.

What's in the city

  • A flooded basin. From the Shore campfire you go down to a ruined harbour. Deep water fills the streets. There is no swimming in PEAK, so you walk on the bottom and hold your breath: a blue drown bar fills above your stamina bar, and once it is full the water hurts. The water breaks your fall when you jump in.
  • Getting across. Big boulders, sunken trucks and fallen billboards lie in the streets. There's no line to follow: long jumps, short dives, climbs along a facade and dead ends.
  • Climbing the towers. Every wall is climbable, but rest spots are sparse: broken windows, rubble-filled holes in the facades, ledges, balconies, fire escapes and roofs. Inside, open office floors have stairs, collapsed ceilings and lift shafts with ladders leading up. A route to the top always exists, but no single tower takes you all the way. Pitons, ropes and launchers open more ways up.
  • Between the towers. Rope bridges, vines, chains, tower cranes and giant ivy connect the towers. Most bridges are worn: they hold one or two different scouts, and the next one breaks them.
  • Loot. There's a suitcase on every roof and the odd chest inside. A third of the open floors have a vending machine: hold interact for a snack.
  • The zipline shooter, a new item that only turns up in the city's suitcases. It has three shots: aim downhill at a wall, a roof or the ground (up to 150 away, three times the chain launcher's reach) and fire a black cable from your feet to there. Press interact on the cable to ride it down; press it again (or jump) to let go. Riding costs no stamina. At the end you keep hanging until you let go, unless you can step off onto the ground.
  • Rooftop gardens with berry bushes, a pergola and sometimes a beehive. Landmarks with big names and red beacons stand on the tallest towers.
  • The biome's amulet statue (you need its amulet from Ascent 8 on) stands on the roof of one of the front buildings.
  • Missile alerts instead of rain or wind. Every few minutes your phone comes up with a warning tone and SEEK SHELTER. Ten seconds later a missile strikes everyone who isn't inside a building. The bottom floor of every building is open to hide in.
  • The city's own sounds: water sloshing below you, creaking steel, falling debris and distant collapses.

Installation

Install with r2modman or the Thunderstore Mod Manager (it brings BepInEx along), then start the game modded.

By hand: install BepInExPack_PEAK and put Tobeyyy.LostCity.dll into BepInEx/plugins/.

Multiplayer

  • Everyone in the lobby needs the mod, in the same version. Each player builds the city on their own computer, so a player without it would see the vanilla jungle and look like they're floating in the air. A yellow box at the top of the screen warns everyone when someone is missing the mod or has a different version.
  • The host's settings count. Everyone uses the host's settings for the city and the missile alerts, so nobody has to copy config files. They are sent along in the airport before the run starts.
  • If the host doesn't have the mod, the island stays vanilla for everyone, you included.
  • The host decides when missile alerts happen and what the vending machines drop, so everyone sees the same thing.
  • F6 (host only) brings every scout to the Shore campfire, the last campfire before the city: to skip the beach, or to gather everyone. You can switch it off in the settings ([Host] F6WarpToShoreCampfire).

Settings

The config file is BepInEx/config/Tobeyyy.LostCity.cfg, or use your mod manager's config editor. In multiplayer, the host's values count for everything marked host.

Section Setting Default What it does
General Enabled true Lost City on or off (host)
General FixedSeed 0 0 = a new city with every daily island; any other number always builds that one city (host)
Generation FloodBelowStart, FloodDepth 50, 6.5 How far below the Shore campfire the water is, and how deep it is over the streets (host)
Generation MaxClimb, ShortcutClimb 26, 34 Longest climb between rest spots on the guaranteed route, and what a strong climber can do (a full stamina bar climbs about 40) (host)
Generation FacadeStaminaMultiplier 1.25 Stamina cost of climbing a plain facade (host)
Water Drowning, BreathSeconds, RecoverSeconds, DrownStatusPerSecond, Status true, 10, 4, 0.05, Injury The drown bar: seconds under water until it is full, seconds to drain it, and the injury while it is full
Water BreaksFalls, FallDrag, UnderwaterHaze true, 2.6, true The water slows your fall; murky view under water
Missiles Enabled true Missile alerts in the city (host)
Missiles FirstAlertSeconds, IntervalMinSeconds, IntervalMaxSeconds 45, 180, 300 When the alerts come (host)
Missiles WarningSeconds, FirstWarningSeconds, Damage, Status 10, 15, 0.3, Injury Time to find cover, and what a hit does (host)
Missiles StartProgress, StopHeight 0.1, 0.8 Alerts start a tenth of the way into the city and stop above 80% of its height (host)
Weather SlotStorms false Keep the biome's own rain or wind instead of the missile alerts (host)
Vending Chance, Uses, Items 0.33, 2, Airplane Food:5, Sports Drink:60, Granola Bar:35 How many vending machines, snacks per machine, and what drops (host)
Zipline ChestChance 0.15 Chance that a suitcase in the city holds a zipline shooter (0 = never) (host)
Host F6WarpToShoreCampfire true F6 brings every scout to the Shore campfire (only the host's key works)
Fog SpeedMultiplier 0.5 How fast the rising fog closes in, compared with vanilla (the host's fog is what everyone sees)
Sound Ambience, AmbienceVolume, JungleBedVolume true, 1, 0.44 The city's own sounds, their volume, and the game's jungle background in the city

Compatibility

  • Mods that rewrite the map (PLL, AllBiomes, TrueFinalAscent, TerrainRandomiser, TerrainCustomiser, PeakWorkshop): if one of them is loaded, Lost City stays off and the island is theirs.
  • Other mods haven't been tested together with Lost City yet.
  • Nothing from the game is shipped. The city is built when an island loads, from the game's own materials, plants, rocks, rope bridges and luggage.

If you get stuck

Lost City is still being built and tested, and the city is different on every daily island. If you find no way up:

  • Use your items: ropes, pitons, the chain launcher or a zipline shooter.
  • Turn the mod off before the next run ([General] Enabled = false; in multiplayer the host's setting counts) and play the normal biome.
  • Please report the city you couldn't get through, with the date, a screenshot and BepInEx/LogOutput.log.

Known issues

  • Work in progress: not every daily city can be beaten yet (see "If you get stuck" above). Multiplayer is newer than solo play. If something breaks or you get stuck, send the file BepInEx/LogOutput.log from that session (in r2modman: Settings → Browse profile folder).
  • Some thin ledges are hard to stand on: you may slide off.
  • Building interiors use the outdoor light, so they're brighter than you'd expect.
  • Loading an island takes a few seconds longer while the city is built.

Lost City is a fan-made mod. It isn't affiliated with or endorsed by the makers of PEAK.

CHANGELOG

Changelog

0.5.4 (2026-10-14)

  • A higher end with two end towers. The end campfire's cliff top is lifted 65–85 (per city) together with the campfire, its hill, trees, rocks and the revive statue, and the end wall below stretches up to meet it. Two very tall skyscrapers at the back, one on each side, reach exactly up to it: the route's last tower and a second one, each with its own rope bridge from its roof onto the cliff top (landing 60 or more apart). Neither bridge ever breaks. The second tower is always reachable from the city on its own (checked; if nothing leads up to its roof, a bridge from a reachable neighbour is added). No other building rises above the cliff top any more, and side bridges are never strung between the two end towers.
  • The way down into the Alpine: the lifted hill now stands above the Alpine's snow valley, so big boulders are set into its back face; climb down them after lighting the campfire.
  • Birds: flocks of crows circle above the tallest roofs and gulls over the harbour basin (silent, gone at night).
  • Darker interiors: the office walls are a damp grey-green instead of bright white.
  • The city is taller (about a quarter more floors), so the route is longer; frame time in the play views is unchanged, the overview from above costs about 0.5 ms more.
  • More building changes, less climbing up inside one. About 10% fewer open floors, and about a third of the open floors are only a room along one facade (a fifth before); a fifth fewer stairs and collapsed ceilings.
  • Vines were far too few: fixed. Each building's vines were thrown away whenever the city already had a shortcut (which every city has once its interiors are in), so in most cities only one building in five kept its vines. Now a building's vines are only taken back if they shorten the way further. With 10% more on top: about 185 vines and chains per city (about 135 before).
  • More to hold on to where no building is near. On floors with no other building within reach at their height (the tops of the tallest towers), and half as often with only one left, the facades get extra broken ledges and rubble niches.
  • More loot. Chests on the floors 20% more often (up to 36 per city, 30 before); two or three suitcases on every roof (one before).
  • Vending machines now and then drop bandages (10%; sports drink 54%, granola bar 31%, airplane food 5%). A config still on the old list gets the new one.
  • Fixed: an empty floor. Where the way up climbs from a setback roof onto the tower above, a window was broken into the tower's bottom storey, which stands on that roof and has no interior: a bare room with a mossy floor.
  • Lower water. The flood's surface is 1 lower (51 under the Shore campfire instead of 50) and 15% shallower over the streets (5.5 instead of 6.5; the street bed stays where it was). The buildings came down with the water, so the shelter floors and every other floor are as high over it as before; the rocks, trucks, signs and the sunken tower stand as high out of it as before. A config still on 50 / 6.5 gets the new values ([Generation] FloodBelowStart, FloodDepth).
  • Fewer random sounds: creaking steel, falling debris and distant collapses come a third as often.
  • Fixed z-fighting (found with a scan of the generated geometry for overlapping faces): the floor of a rubble niche in the wall flickered with the slab's edge; glass offices' windows ended exactly at the slab above (now 5 cm under it); residential sill and lintel bands showed inside the window holes; a setback tier had the other facade material than its base (flush faces flickered, and the facade changed material at the setback); ivy lay 5 mm behind the glass offices' corner piers.
  • Generator version 6: every island gets a new city.
  • The store page is rewritten for players, in plain words and without spoilers: it opens with the mods that switch Lost City off (PLL Library is often installed automatically along with other mods), gives only a few hints about the city, and replaces the settings table with a short list of the useful switches.

0.5.3 (2026-10-12)

  • Softer warning at the top of the store page: a new city is generated every day, each one should have a way up, but there's no guarantee (it said not every city could be beaten).

0.5.2 (2026-10-12)

  • The store page opens with a big WORK IN PROGRESS warning (not every daily city can be beaten yet), the short description starts with it too, and a new "If you get stuck" section says what to do.

0.5.1 (2026-10-12)

  • The store page and description say up front that Lost City is a work in progress and that not every daily city may be solvable yet.

0.5.0 (2026-10-12): the zipline shooter

  • Zipline shooter, a new item found only in the Lost City's suitcases (about one in seven; [Zipline] ChestChance, the host's value counts). Three shots. Aim downhill (anything from a very shallow 2° to 65° below level) at a wall, a roof or the ground up to 150 away, three times the chain launcher's reach, and hold use: a black cable runs from an anchor post at your feet to a yellow gripper where you aimed. Press interact on a cable to ride it: you hang from it and slide down, faster on steep cables (up to about 18 a second), brake over the last metres and stop just short of the end. Press interact again (or jump) to let go, on the way or at the end; at the end you step off by yourself if there is ground under your feet, otherwise you keep hanging until you let go (or grab the wall). Riding costs no stamina. Anyone can ride anyone's cable, and they stay for the rest of the run like the chain launcher's chains. Cloned from the chain launcher at runtime (graphite with a yellow gripper, its own icon); everyone in the lobby needs this version.
  • The city's ambient sounds are 20% quieter: the water, creaking steel, falling debris and distant collapses, and the game's jungle background in the city ([Sound] JungleBedVolume 0.55 → 0.44; a config still on the old default is moved along).
  • The water under you sounds like water: the synthesized loop (a hiss swelling in a fixed rhythm with little rising "bloop" tones in it, louder than the game's waterfalls) is replaced by the game's own recorded surf from the Shore, low-passed into a slosh, as a 48 s seamless loop at a gentler level.
  • No more drips: the dripping sound under cover and near the water is gone.

0.4.0 (2026-10-12): first public release

  • First release on Thunderstore.
  • Multiplayer: everyone in a lobby builds the city from the host's settings (sent along in the airport), so only the mod version has to match, not the config. If the host doesn't have Lost City, the island stays vanilla for everyone. A yellow box warns when a player is missing the mod or has another version.
  • F6 for the host: brings every scout to the Shore campfire, the last one before the city ([Host] F6WarpToShoreCampfire).
  • Developer tools (hotkeys with warps and free items, self-driving tests, dumps) are no longer part of a normal install: they only exist with a separate developer config file.
  • The slot's amulet statue (needed at Ascent 8) is back: the game's own statue now stands on the roof of one of the front-most buildings (the lowest front roof with room for it, near its front edge, so you see it from the Shore). Its amulet is taken as in vanilla.
  • Landmarks: the two or three tallest towers carry a name (BING BONG BANK, SCOUT TOWER, PEAK PLAZA, ...) in big letters on a sign at the roof's front edge, readable from the Shore and from behind, with red beacons that flash at night.
  • Rooftop gardens on about three roofs in ten (two to six per city): raised beds with berry bushes (the Shore's berry bush on Roots days) and plants, a lawn, a pergola with a bench and sometimes a beehive hanging from it, a water butt and a small tree. The berries and hives spawn the game's own way, so everyone sees the same ones.
  • Ambient sound: water lapping below you that fades as you climb, creaking steel and falling debris from the facades around you, drips under cover and near the water, and now and then a distant collapse. The game's jungle background is turned down a little in the city ([Sound] Ambience, AmbienceVolume, JungleBedVolume).
  • Sunken trucks look like trucks: a European cab-over tractor (windscreen, visor, grille, headlights, mirrors, bumper, a roof deflector, an exhaust stack) with a box trailer (edge rails, corner posts, a haulier's name and a stripe on its sides, rear doors, tail lights), dark tyres with hubs.
  • Missiles do 30% injury (was 45%).
  • Short rope bridges are no longer drawn far too wide: under about 40 long the game's vine shader widened the planks by up to six times (the shortest looked like a fan); every deck is now 2.4 across like the walkway under it.
  • Faster city: distant detail like the vanilla biomes. Boulders switch to the island's own lower-detail rock meshes with distance, vines, rope bridges, small plants, suitcases, vending machines and giant ivy are not drawn once they are tiny on screen, and vines cast no shadows. Measured on Level 17 (2560x1440, High Fidelity, RTX 4080): looking over the city from the Shore campfire 9.0 → 6.2–6.8 ms per frame (vanilla jungle 4.8), from the end campfire back 6.8 → 5.3 (jungle 5.7), from above 8.7 → 7.4–7.6 (jungle 7.1); triangles drawn 17–19 million → 7.5–13.
  • Big footing everywhere instead of small stones: rounded boulders 7–12 across, sunken trucks (a semi-trailer on rubble, sometimes tipped on its side, the cab a step lower) and fallen billboards with an ad painted on them, about 105–120 per city, in every street and the squares, often right against a facade, each some 13–19 from the next. Open water within 9 of footing: 97–99%. The sure way to the back is 15–22 of them with jumps, dives and gaps you cross by climbing along a wall.
  • The city starts about a building's depth (40–50) behind the Shore: an open basin with the harbour in it; its piers reach out about 20 and come within a jump of the first boulders.
  • Rope bridges all have the same planks, rails and ropes: the game scaled the whole bridge with its length (a 24-long bridge had a third of the vanilla thickness, a 120-long one one and a half times it).
  • Building corners are solid: the corner piers (concrete pilasters, stone quoins, steel corner posts) stuck out up to 0.65 past the real corner without colliding; they now wrap the corner as an L and climb like the wall.
  • No more flicker at roof edges where a bridge leaves the roof or a ruin's wall ends: the roof slab stops at the walls' inner face instead of running over the wall top in the same plane.
  • Missile alerts instead of weather: the slot's own rain (Tropics days) and wind (Roots days) no longer reach the city. Once a scout is a tenth of the way into the city, an alert goes off every three to five minutes (the first 45 s after that). The scout holds up a phone in the left hand with the warning tone (a sound-alike of the German Cell Broadcast alert, 3.5 s); for ten seconds (the city's very first alert: fifteen) its screen flashes red and black: a pixel-art missile diving onto a skyline, SEEK SHELTER and a countdown. Then a missile, heard coming in, strikes every scout: inside a building's bounds you are safe and it hits the building, out in the open it costs 30% injury. No alerts above 80% of the city's height. The host times the alerts; everyone sees everyone's phone and missile, and each scout's own game applies the damage ([Missiles], [Weather] SlotStorms).
  • The bottom floor of every building (the lowest dry one, about 4.5 over the flood) is open as a shelter: a whole office floor with three to six broken windows on its faces. No stair or hole leads up from it under the water lock, so it gives no height.
  • About half the shut floors above the water lock now have an interior, as whole office floors or as smaller rooms walled off along one facade.
  • Every floor with an interior has at least three broken windows (small rooms with fewer bays become whole floors; floors opened later by a bridge get theirs at the end).
  • Stairs and collapsed ceilings with rubble lead up from three in five open floors (measured, not just rolled); if the floor above was shut, it opens for them (never under the water lock), so the low floors of the back buildings have ways up too. A floor never shows both kinds: above a stair the way on up is a stair again, above a collapsed ceiling another one.
  • Lift shafts span two to four floors. Half of them have a rusty maintenance ladder, which climbs cheaply and shows the game's ladder reticle. The other half have a lift car stuck halfway, steel cross beams and the lift chain to climb.
  • Ledge belts: on every second floor, thin ledges run along much of each facade (about 55% of its length), with gaps you climb across; the floors in between get a few short pieces (about 5% of the perimeter). All ledges are plain slabs in the building's own material and colour.
  • About three times as many vines and chains (150–250 per city). Every end rests on something solid, and two of them (or one and a bridge) only rarely share a place. Vines to giant trees end on the real trunk.
  • A suitcase on every roof, and about one open floor in seven (off the route) has a chest inside: around 50 per city, some of them rare.
  • Vending machines: a third of the open floors have one against a wall. Hold interact on it and a snack drops out of the flap: a sports drink (60%), a granola bar (35%) or airplane food (5%). Each machine gives two; after the first half its stock is gone, after the second it is empty and dark. The host rolls and spawns, so pressing together never gets more ([Vending] Chance, Uses, Items).
  • A ruined harbour at the start: a quay with bollards, ladders, a harbour-master's hut and boats.
  • Fewer, bigger rounded rocks in the water (Gloom style); no more small shards around the stepping stones. Their sides slope gently into the flood, so you can climb out of the water onto them easily.
  • The flood breaks falls: under water a falling scout slows down, so jumping from the harbour or a few floors up does no harm. From great heights the fall still kills ([Water] BreaksFalls, FallDrag).
  • Giant ivy: about twenty of the Tropics' walkable root tangles per city, at medium heights. Some hang between two buildings facing each other, long axis across the gap, and make a way across; the others run along a facade. They are cloned from the game's thorny ivy without its spikes and poison, slightly stretched out (less tangled) and with thicker roots.
  • In most buildings the top floor has a stair or a collapsed ceiling up onto the roof. Collapsed ceilings now need a short climb at the end.
  • Fire escapes, 45–60 per city (up to four per building): steel landings the full depth of the escape, railed all round, and flights that climb the same way along the outer strip, each coming up through a hatch in the landing above.
  • Many more rope bridges between buildings (95–155 per city), up to 120 long; six in ten of the extra ones, and a pass of their own, reach for a far neighbour 35–120 away; many low in the back, between the floors near the water. Each extra bridge is checked on its own and undone only if it shortens the way further than it already is. About three in ten stop at a closed window, on a broken slab a metre deep, and you climb on from there. The last bridge, from the top tower to the campfire, never breaks.
  • Every roof is linked: a rope bridge from the top of each building into the nearest taller neighbour, and vines or chains up to the two nearest taller ones; the tallest roofs get a vine down to a lower building.
  • Towers stand at least five metres apart (two towers on one lot used to be one to three units apart).
  • Two to four tower cranes per city (they had become rare); a crane may reach over a roof up to 20 lower, with a chain from the jib down to it.
  • Ledges and ledge belts start just above the flood, so they are spread evenly up the whole facade (before, nothing below the water lock).
  • The rising fog closes in at half the game's speed ([Fog] SpeedMultiplier, 1 = vanilla).
  • Vine and chain ends never sit right under a ledge: they end on a ledge, above one, or at least a metre away from it.
  • Ledges slope underneath: under a thin front face the underside runs back down to the wall at about 50°, so climbing up the facade carries on over a ledge instead of getting stuck under a flat ceiling. A building's ledges now collide as one mesh (about 3,300 fewer colliders per city).
  • Rope bridges are placed much more freely, in about the same number: anywhere along the facing walls (up to 35° from square), and every other side bridge runs one to three floors up or down. No more stacks of parallel bridges just above each other (47–90 such pairs per city before, now 0–2), and no two bridges cross at the same height. Fire escapes, balconies and ledges keep out of a deck's way near the wall (askew, it sweeps across the bays beside its door), and bridges keep off fire escapes and balconies; before, a fire escape could stand over a bridge's door in its second bay.
  • Fixes:
    • Ivy is green; it used the purple poison-ivy material before.
    • Windows sit in real recesses. Painted on the wall, they flickered (z-fighting) from afar.
    • Facade grime and ivy no longer flicker.
    • Logs have end caps, so you can't see through them any more.
    • Overturned desks lie on the floor instead of floating.
    • Bushes and other plant parts no longer stand on their side.
    • Walls closing off rooms no longer reach through the facade, where their ends flickered beside the windows.
    • Nothing hangs in lift shafts or over holes any more.
    • The walls of the lift shafts no longer flicker against the floors.
    • Railings (stair wells, fire escapes) are solid from the floor to the bar; before, only the bar was, and you could walk under it.
    • Rope bridges: the deck is 2.4 wide over a 2.8 strip of colliders, centred on it, and a door takes only one bridge. Two decks meeting at one door looked like one very wide deck, with a gap between their colliders where you fell through.
    • Stairs, fallen ceiling slabs and the rubble under collapsed ceilings are in the floor's own planks, not the mossy green slab material.
    • No more glass shards hanging in broken windows (they looked odd).
    • The harbour master's house no longer vanishes up close. Every boat's bow had NaN corners (the hull's width at the stem came out as the power of a number a hair below zero); they were missing, and they spoiled the port's mesh bounds, so the whole port was culled whenever the camera saw only part of it.
  • Dev:
    • The dump has a geometry budget, with the vanilla biomes for comparison.
    • The play mode starts at ascent 8 and gives a lantern and food that never run out (see tools/play.sh); SEED=n tools/play.sh plays another city on the same island.
    • The city lays out about twice as fast (the same cities, checked seed by seed): the planner checks the extra bridges of a building together and only one at a time if together they open a shortcut, and the traversal graph skips pairs of spots that are plainly out of reach.
    • Parts with NaN corners are skipped when the city is built, with a warning naming the piece; the dump flags meshes with vertices outside their bounds. The planner notes say how varied the bridges are (bridge shapes:).
    • Auto-test views of two ledges from below and of the most askew and the steepest bridge; probes stand on the three most askew bridges just short of their doors.

0.3.0 (development version, not released, 2026-10-11): flooded city between vanilla ends

  • Both ends of the slot stay vanilla.
    • The Shore's slope runs down into the flood, so no building can be reached from the Shore's top.
    • The slot's own end wall is kept and carries the next campfire's cliff. The route ends with a rope bridge onto that cliff top.
    • The city's harbour wall and dam are gone, and so are the grass strips along the sides: the water reaches the island's edges.
  • Drowning: under water you hold your breath. A drown bar fills in 10 s; only once it is full does the water hurt. Out of the water it drains again. The bar looks exactly like the stamina bar, blue and just above it, and is hidden while empty. This is configurable under [Water].
  • Climbable vines and chains (the game's own jungle or moss vines, and the chain shooter's chains) hang between buildings, down to rocks in the water, to giant trees and from crane jibs.
  • Broken ledges: small slab edges stick out of the facades here and there, room for two scouts to rest while climbing outside.
  • Many more vines and chains (65–100 per city), some strung between buildings at random whether or not they lead anywhere.
  • Chests are rare: a handful of suitcases per city, inside buildings and on roofs, sometimes explorer's or ancient luggage.
  • The flood is now 6.5 deep (FloodDepth), over a scout's head.
  • The water crossing is a challenge, not a path to follow. A sure way leads to the back of the city, but it zigzags and needs long sprint jumps, dives within one breath and climbs onto tall rocks. Branches lead to dead ends, and lone debris all over the water hides the way.
  • Rounded rocks cloned from the island's own instead of box-shaped ones, and smoother logs.
  • Worn rope bridges: most carry one scout, some two. The next different scout who steps on one breaks it, even if the others crossed long before. Some never break.
  • The route is a switchback:
    • The front buildings give no easy way up (no low windows, niches or reachable roofs).
    • You get out of the water at the back, climb towards the front, then turn and climb back to the end cliff.
    • Many other climbs stay open for players with ropes, pitons and launchers. None of them is a shortcut.
  • The city is much more overgrown:
    • parks and squares with giant trees from the Tropics and Roots (jungle giant trees, redwoods), plus trees along the streets;
    • trees, bushes and ground cover on the roofs;
    • ivy curtains and climbers on the facades;
    • moss on roofs, floors and concrete.
  • Cloned vanilla plants keep their colours (no more purple plants).
  • Plants no longer float: once the city is live, every plant is set down onto what is under it, and plants over open water are removed.

0.2.0 (development version, not released, 2026-10-11): detail pass

  • Buildings are entered only through missing windows (window-sized holes; doors where rope bridges and jumps arrive).
  • Rubble-choked holes in facades, small to wide, as rest spots for climbing outside: they never lead into a building. The guaranteed route uses them as halfway rests.
  • Facade detail per style: mullions, piers, pilasters, bands, cornices, waterline stains, grime streaks, ivy, drowned shopfronts with signs, broken glass in open windows.
  • Roofs: water towers, plant rooms, HVAC, vents, skylights, solar panels, planters, billboards with names, masts and helipads on the tallest towers. Props keep away from taller neighbours so they never shorten a climb.
  • Interiors: dark plank floors, darker walls and ceilings; chairs, monitors, meeting rooms, ducts, fallen tiles, rubble, dangling cables.
  • Flooded streets: sunken cars and buses, lamp posts, traffic lights, signs, rafts, logs, rubble islands, containers; crud floating on the water.
  • Set pieces: tower cranes whose jib reaches over a neighbouring roof (climb the mast, walk the jib, drop), and a fallen tower lying in a street.
  • Dam and harbour detail: joints, streaks, outlet pipes, lamps, a gate house, bollards and ladders.
  • Less grid-like blocks (rows split their columns differently) and podium towers.

0.1.0 (development version, not released, 2026-10-11)

  • Slot 2 (Tropics/Roots) is replaced by a generated drowned office district between the island's edge walls.
  • Climb-down start from the Shore campfire, deep static flood, dam back wall with an overhanging lip and a plateau for the next campfire.
  • Towers in four styles (glass office, concrete office, residential with balconies, ruins), setback tiers, office interiors, elevator shafts, collapsed ceilings, rooftop structures.
  • A guaranteed climbing route that is proven solvable, with distractors that never shorten it much.
  • Vanilla rope bridges, vegetation, berry bushes and luggage cloned from the island.
  • Title "LOST CITY", fall rescue, multiplayer settings warning, dev auto-test and dumps.