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Steam News17 February 20264mo ago

DevBlog 3 - Game World 2.0: Realistic Roads & Detailed Cities

In order to be able to play anywhere in the world, the game worlds in Global Rescue are procedurally generated using map data.

In this update7

Full notes

Full Global Rescue update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes18 additions5 changes3 removals
  • Maps
  • Gameplay
  • Server
addedIn order to be able to play anywhere in the world, the game worlds in Global Rescue are procedurally generated using map data. One of the most common pieces of feedback we received was that more detail was desired, so we completely reworked the generation process and added many details and improvements. Today, we would like to show you what has been happening over the last few months.
addedWe no longer use a single source for map data, but combine data from over 5 different sources in order to use the best freely available data currently available in all locations. This gives us a total of almost 2TB of data for the entire world. But don't worry, we have organised and structured the data well. When you start a new game in your home town, only the data required for your game world is downloaded.
addedWe are using Berlin in Germany to demonstrate the new features. Our map system is dynamically structured, allowing us to easily exchange textures and objects for other countries.
changedBuildingsA lot has changed in the buildings to achieve a higher level of detail:
addedBuildingsDormer windows and balconies have been added.
addedBuildingsGabled roofs have been added as a new roof shape, which is particularly beneficial for terraced houses.

Global Rescue changes

addedIn order to be able to play anywhere in the world, the game worlds in Global Rescue are procedurally generated using map data. One of the most common pieces of feedback we received was that more detail was desired, so we completely reworked the generation process and added many details and improvements. Today, we would like to show you what has been happening over the last few months.
addedWe no longer use a single source for map data, but combine data from over 5 different sources in order to use the best freely available data currently available in all locations. This gives us a total of almost 2TB of data for the entire world. But don't worry, we have organised and structured the data well. When you start a new game in your home town, only the data required for your game world is downloaded.
addedWe are using Berlin in Germany to demonstrate the new features. Our map system is dynamically structured, allowing us to easily exchange textures and objects for other countries.
changedA lot has changed in the buildings to achieve a higher level of detail:
addedDormer windows and balconies have been added.

In order to be able to play anywhere in the world, the game worlds in Global Rescue are procedurally generated using map data. One of the most common pieces of feedback we received was that more detail was desired, so we completely reworked the generation process and added many details and improvements. Today, we would like to show you what has been happening over the last few months.

We no longer use a single source for map data, but combine data from over 5 different sources in order to use the best freely available data currently available in all locations. This gives us a total of almost 2TB of data for the entire world. But don't worry, we have organised and structured the data well. When you start a new game in your home town, only the data required for your game world is downloaded.

We are using Berlin in Germany to demonstrate the new features. Our map system is dynamically structured, allowing us to easily exchange textures and objects for other countries.

Buildings

A lot has changed in the buildings to achieve a higher level of detail:

  • Dormer windows and balconies have been added.

  • Gabled roofs have been added as a new roof shape, which is particularly beneficial for terraced houses.

  • Roofs protrude slightly beyond the walls, so they no longer look like simple blocks.

  • Depth effect has been added for windows and doors.

  • Modular texture system, which will allow us to easily add significantly more different window, door and wall textures in the future.

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Roads and intersections

We have completely redesigned the road system and added countless details, so that the new version is no longer comparable to the demo version. All new features are generated as realistically as possible using real map data:

  • Correct number of lanes

  • At intersections, turning lanes are marked on the ground in a realistic manner and are also used by traffic

  • Pavements added

  • Street lights added

  • One-way streets added

  • Roundabouts are now used correctly

  • Traffic signs for speed limits and one-way streets added

  • Parked cars added to the roadside

  • Street corners are now rounded

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Parking spaces and construction sites

Parking spaces are now generated dynamically. In the demo, streets were displayed in a parking grid instead of parking spaces. In addition, details such as cranes and construction debris are now displayed on construction sites.

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Bridges over water

Bridges are now generated over water so that roads no longer float above the water.

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Pointless roads

In the demo version, the road network had many pointless roads that led nowhere. We have now removed these and ensured that only roads that actually exist and are used are displayed. The tracks that do not exist in real life have also been removed.

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Miscellaneous

These many new details also create a much more coherent picture in the overall view. In addition to the points mentioned, we have added the following:

  • Lighting and post-processing revised

  • Traffic volume now depends on the time of day and size of the city

  • Wind turbines added

  • Cemeteries added

  • Some small objects such as rubbish bins, telephone boxes, parcel stations, etc. are now displayed

  • Various car colours

  • Train Platforms added

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Fun Fact

It has been a long journey to get to today's game world. We have been working on the procedural generation of the game world for about two years now. It all started with the 2D map from City Bus Manager, our most successful game to date.

We have selected a few old images from the development process to show you how it has progressed. Here you can see the evolution from the early stages of the map, which CBM fans among you will surely recognise, to its current state.

[carousel][/carousel]

We hope that the new game world meets your expectations. If you have any feedback, please let us know in the comments :)

  • Niklas

Source

Steam News / 17 February 2026

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