Hotfix 2
Fixed supply line displays for buildings affected by the Shipyard. Fixed a hang when opening the rulebook while holding a die. Allowed a left mouse click interaction on the dice tray to release a held die. Thanks for playing Amberspire!

Lunar Division · Bithell Games

Fixed supply line displays for buildings affected by the Shipyard. Fixed a hang when opening the rulebook while holding a die. Allowed a left mouse click interaction on the dice tray to release a held die. Thanks for playing Amberspire!

Corrected the swapped tooltips of influence and residents. Fixed the interaction between Shipyard and certain terrain buildings. Thanks for playing Amberspire!

The key thing to know about Amberspire is that it isn't a city-builder in the SimCity sense, but a turn-based boardgame puzzler in which you don't so much 'build' a city as you do manage a tumult of unpredictable, city-flavoured agencies. Created by Lunar Division, developers of

Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not c

Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not c

Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not c

Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not c

Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not c

Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not c

Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not c

Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not c

Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not c

Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not c

Note: these design diaries were originally published in spring/summer of 2025. The design, and definitely the screenshots, have changed a lot since then! I hope you'll find them an interesting look in the design and development process, and an insight into what does or does not c

From a design perspective, the factions and events form the third major element of the game, alongside the dice and the environment. The goal is to create a narrative quality to the game and city that is missing from the other two parts. The dice and environment provide a large a

The first production decision made for Amberspire was choosing to render the game in 2D or 3D. By training and experience I am a 3D artist and comfortable with 3D games, so this seemed like a natural starting point. Once I actually got started on the prototype however, we decided

We've been quietly working away on Amberspire for a little while, and it's finally ready to be shared with everyone soon. Amberspire will launch on Steam on May 6th 2026 ! We'll be posting a whole lot of sneak peeks and previews on our socials (@BithellGames on everything) betwee

Cellular automata have fascinated me from the moment I learned about them. How can simple rules and constraints can produce astounding complexity and unpredictability? Or even a simple recurring equation like the logistic map producing random noise, when tuned to the right value.

See the other design diaries, wishlist the game, or subscribe to our newsletter . So far the design diaries are still very much in the pre-production phase, where I am trying to sort out my thoughts on what kind of game I want to make, before actually figuring out all the various

Cities are a natural setting in a science fantasy universe. Built over their own ruins, where the past and future mix into a heady kaleidoscope of people and technology. Cities are a microcosm of the world around them, but also with unique details and inertias. Without having to