Peak Demand

A minimalist strategy game about keeping a growing city powered.

In developmentPlanned for Windows, macOS and iOS.

Peak Demand in the afternoon: power lines glowing with energy run between substations, gas plants, a battery and blue residential districts.

The city grows by itself. New districts appear on the map, and you connect them to power plants and substations with a limited supply of cable. Every line has a capacity, every building has a limited number of sockets, and rivers need crossings.

Demand follows the clock. Solar output fades just as homes need the most power in the evening, and a network that worked yesterday is not enough today. If a district stays dark for too long, the city gives up.

Gameplay

  • Connect new districts before their grace period runs out.
  • Overloaded lines trip, and their load moves to the rest of the network.
  • Balance gas, coal, solar, wind, nuclear and batteries against demand that changes by the hour.
  • Each morning brings new cable and one choice of three deliveries.
  • Forecasts warn of heat waves, plant maintenance and storm damage.

Screenshots

  • A whole city at dusk on day six, with districts spread along a river and a network of substations and river crossings connecting them.
  • A close view at night: lit cables carry power from a wind farm and gas plants, and one heavily loaded line glows orange.
  • The Windward Isles map at dusk, where rivers split the city into islands and red markers show districts that still need power.
  • The morning choice for day seven: daily supplies, a forecast of plant maintenance, and three deliveries to choose from.