Polymorph Games Plans A New Build Your Own City Sim. FOUNDATION!


You are the Lord of the Village! Build your city, grow your wealth and the economy, and lead your vassals while facing the challenges dealing with the intrigue of the King and Court, the machinations of the Ecclesiastical Estate and the unpredictable behaviors of the rabble and the highwaymen.

  • You will help to determine where roads are traced from the walking trails of the villagers and carts. Roads will tend to weave around hills as they go uphill. Observe as popular roads widen and become major highways and unfrequented ones will disappears over time.
  • Divide your land in shapes you want by using the paint tool to create different types of zoning like agricultural, residential, military, religious, commercial, and resources extraction such quarries, hunting reserves, and lumber lots.
  • You will create unique majestic monuments! “FOUNDATION” allows you to design unique monuments to beautify your city: Churches, cathedrals, abbeys and castles. You can assemble your monument by choosing among different parts and architectural options.
  • You will need to establish relation with your neighbour cities to access to rare materials and specialized workers needed to build your edifices in your honour.
  • You may look to inspire yourself from examples of unique European cities: Import real topologies and reproduce the great cities of history.

About Polymorph Games

Polymorph Games is a videogame company based in Quebec City, Canada, founded in February 2016 by two veteran game developers. Our mission is to deliver immersive City Building experiences for PC and consoles platforms. The company is well known for its work for videogame companies like Eidos Montreal and others.
More information
More information on Polymorph Games, our logo & relevant media are available here.

Foundation Credits

Philippe Dion
Co-Founder, Creative Director
Léo Carnaut-Delord
Co-Founder, Technical Director
Vincent Longpré
3d Artist
Press Contact

Who we are

We helped Eidos Montreal with programming on their game
Deus Ex: Mankind Divided.

  • component based, data driven
  • physically based rendering
  • in game c++ hot-reload
  • c++ code reflection
  • c++ custom code annotation system
  • automatic exposure of editable members in the editor
  • custom editable resource type
  • simplified save-game system
  • dynamic replay of game session
  • complete game & level editor (scene edition, prefabs, scene tree, …)
  • behavior tree node tool

I run a non profit community to help indie developers. http://razorsedgegames.org/