South London Silicon
MULTI
MODAL
MULTI
MODAL
SOUTH LONDON SILICON
PLAY THE FREE DEMO
FREE · IN YOUR BROWSER · NO DOWNLOAD
PLAY THE FREE DEMO
FREE · IN YOUR BROWSER · NO DOWNLOAD

Build the network before the city breaks.

Roads start cities growing, but the junctions clog, and roads stop being the answer — so you draw bus lines, then tram track, then the underground. Miss enough of a rush and a destination overflows and the run ends.

THE LADDER

Start small. Think big.

Each mode carries more than the last and asks more of you in return. They arrive on a fixed schedule, whether or not you are ready.

DAY 1
Roads

Your starting network. One car, one passenger. Cheap, flexible, and the first thing to clog.

DAY 3
Buses

Eight passengers a bus, running on roads you have already laid. Capacity without rebuilding anything.

DAY 7
Trams

Twelve a tram, and stops pull from further away. But track costs two road tiles a cell, and it still shares the road.

DAY 12
The Underground

Twenty-five a train, the widest catchment, and the only one here that ignores the traffic. Three road tiles a cell to dig.

Buses arrive about four minutes in, trams around ten. The underground is day 12 — most first runs end well before that.

EVERY SOLUTION HAS A COST

Every night, one card.

The city grows while you sleep. More houses, more workplaces, more people who need to reach them. You get one card to prepare.

25 road tiles

Just tarmac. Reach the new arrivals, widen what is already clogging, keep everything connected.

15 road tiles + one upgrade

A bridge permit, or a bus, tram or underground line. Ten tiles is what it costs you.

That is the whole economy. You start with 45 tiles and two bridge permits, and trams and underground lines are only offered every other night — so the card you pass on may not be there tomorrow.

WHEN IT GOES WRONG

When the city starts to break

Every destination has a queue. Let eight people pile up and a countdown starts — forty-five seconds to get someone there. Let it run out and the run is over.

A London street in Multi Modal where every apartment block has a long row of red dots above it — passengers waiting — while cars queue nose to tail down the road and across the bridge.
Every red dot is somebody waiting. This is a morning rush going badly.
The queue builds

Nothing is reaching this corner of the city fast enough, and the morning rush doubles the rate people arrive.

The clock starts

A countdown ring closes around the building. You now have forty-five seconds and one decision.

The pressure moves

Lay road, re-route a line, spend a token. It clears — and the next queue starts somewhere you were not looking.

There is something deeply satisfying about drawing one line and watching the queue disappear.

Build the route. Watch the network respond. Then find out where the pressure went.

PLAY THE FREE DEMO
FREE · IN YOUR BROWSER · NO DOWNLOAD
FROM THE GAME

Manage congestion as your city grows

One road drawn across a bridge to the first houses
The start of your city - just a few houses getting to work
An empty river valley before any roads are drawn
Initially as your city expands, roads are sufficient.
An early network with two bridges and a first factory
As your city grows you need to add buses and trams
An established city with a dense road grid and a tram line
The largest cities need underground lines to manage demand
A mature city on day twenty-three with a full road, bus and tram network
Even with all our transit lines operating, it is hard to keep up with growth.
IN DEVELOPMENT

The demo is London. The full game is six cities.

Each with its own map, geography and mix of transport. London is the one you can play today — the other five are built and being tuned.

London in Multi Modal — the Thames winding west to east across a built-up city, crossed by bridges. DEMO / FREE
TEMPERATE · THE THAMES

London

The Thames splits the map. Use bridges and the tube to get commuters from the suburbs in the south to work.

Bus Tram Tube
Las Vegas in Multi Modal — a desert basin of casinos and pools on an open grid, with no water to cross. FULL GAME
DESERT · THE WASH

Las Vegas

With a vibrant strip of casinos, shows and conference centre, manage to keep the city flowing with limited public transport.

Bus Tram
Venice in Multi Modal — a lagoon of small islands laced by canals, with vaporetti running between them. FULL GAME
ADRIATIC · THE CANALS

Venice

A lagoon of separate islands, laced by canals. No buses, no trams, no underground — bridges and the vaporetto are the whole network here.

Vaporetto
Rio in Multi Modal — a bay cutting into the map, with a road threading the headland between beach and hills. FULL GAME
TROPICAL · THE BAY

Rio

The bay eats one corner of the map. Traffic threads the headland between the beach and the hills, with no way around the water.

Bus Tram Tube
Stockholm in Multi Modal — an archipelago where water is the ground and the city is scattered across islands. FULL GAME
NORDIC · THE ARCHIPELAGO

Stockholm

Connect the islands of Stockholm using bridges, the tube and water buses.

Bus Tube Water bus
Mexico City in Multi Modal — a highland city with a broad lake east of centre that roads must route around. FULL GAME
HIGHLAND · THE LAKE

Mexico City

Manage the rapid growth of Mexico City across the largely dry lake bed it sits on.

Bus Tram Tube

Play the free demo.

Free, in your browser, no download. An early build, currently featuring London.

Desktop browsers only — Chrome, Firefox, Safari and Edge are all fine.

No analytics. No tracking. If you find something weird, tell me on itch.io — that is currently how I hear about what happens in the game.

BUILT BY SOUTH LONDON SILICON

Multi Modal is an independent game about one of those things I have become unnecessarily interested in: how cities move. More weirdly specific apps →