SlumCity isn’t just a map.
It’s been growing with every game we’ve made.
It started in Slums Chess, expanded in Urban Defense, took shape in Hauler…
and now in Slums: DriveBy, it’s finally alive.
Each district tells a different story.
The suburbs are clean and controlled.
The slums are broken — incomplete fences, dirt-covered roads, trash scattered everywhere.
Even the business district isn’t perfect.
Tall residential buildings mixed with businesses — crowded, slightly off, but real.
We didn’t aim for a “perfect city.”
We wanted a volatile atmosphere — a place that feels unstable, alive, and unpredictable.
This is SlumCity. And it will keep evolving.
What area stood out to you the most?
