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OpenSC2K
PORTSNATIVE

OpenSC2K

NATIVE PORTACTION / ADVENTUREWINDOWSLINUXMACOSALPHA

OpenSC2K

TechnologyNative C/C++ port (engine reimplementation)

Available forWindows, Linux, macOS

View official project

About the project

OpenSC2K es un videojuego de simulaci�n, lanzado en 2000.

Official project information

Author's original READMEOpen on GitHub ↗

OpenSC2K

An open-source remake of SimCity 2000, built with Rust and Godot.

Join our Discord community.

OpenSC2K main menu over a city

Screenshots

Click a thumbnail to view the full screenshot.

<p> <a href=".github/screenshots/image1.webp"><img src=".github/screenshots/thumbnails/image1.webp" width="260" alt="Main menu" /></a> <a href=".github/screenshots/image2.webp"><img src=".github/screenshots/thumbnails/image2.webp" width="260" alt="Waterfront city with bridges and a seaport" /></a> <a href=".github/screenshots/image3.webp"><img src=".github/screenshots/thumbnails/image3.webp" width="260" alt="Underground view with water pipes, subways, and tunnels" /></a> <br /> <a href=".github/screenshots/image4.webp"><img src=".github/screenshots/thumbnails/image4.webp" width="260" alt="Large map zoomed out to 10%, with neighbor city signs" /></a> <a href=".github/screenshots/image5.webp"><img src=".github/screenshots/thumbnails/image5.webp" width="260" alt="SCURK sprite editor" /></a> <a href=".github/screenshots/image6.webp"><img src=".github/screenshots/thumbnails/image6.webp" width="260" alt="Trip Query with the reachable destinations from one origin" /></a> <br /> <a href=".github/screenshots/image7.webp"><img src=".github/screenshots/thumbnails/image7.webp" width="260" alt="Power supply data view" /></a> <a href=".github/screenshots/image8.webp"><img src=".github/screenshots/thumbnails/image8.webp" width="260" alt="Water supply data view" /></a> <a href=".github/screenshots/image9.webp"><img src=".github/screenshots/thumbnails/image9.webp" width="260" alt="Debug window with simulation timings" /></a> </p>

Run

Download a package from GitHub Releases. There are packages for Windows x64 and arm64, Linux x64 and arm64, and macOS (one app for Intel and Apple Silicon). On Windows and Linux, the x64 packages require an x86_64 CPU with SSE4.2, as required by Godot 4.7. OpenSC2K does not publish a 32-bit package. See the Godot 4.7 system requirements. See the installation instructions for Windows, Linux, and macOS. The packages include the engine. You do not need to install Godot.

You also need your own copy of SimCity 2000. See Game files.

To run from source:

Use Godot 4.7. The simulation, file formats, rendering, audio, and scripting are native libraries written in Rust. Install Rust with rustup. rust-toolchain.toml selects the Rust version.

Before the first run of a fresh checkout, build the native simulation from the repository root:

python3 tools/build_native.py

Then run this command:

godot --headless --audio-driver Dummy --path game --editor --import

Wait for the command to finish. It builds the local game/.godot cache, including the script class index and imported resources. Git excludes this generated folder. Without this step, a fresh checkout can show a black screen with script errors. Opening game/project.godot in the Godot editor also builds the cache.

Then start the game:

godot --path game

Game files

OpenSC2K does not include the original game files. They supply the original graphics, text, sound, and music.

Select Import Assets on the main menu, or Settings > Import Data. Then choose an installed game folder, a macOS .app, extracted game files, or a mounted game CD-ROM. Install a GOG download before you import it. To use a disc image file, such as an .iso file, mount it first.

The importer reads the Windows 95, Windows 3.x, Network Edition, DOS, and Macintosh versions, and the demos. SimCity 2000 Special Edition for Windows 95 (1996) gives the most complete import. Some interface graphics and the SCURK artwork come only from a complete Windows installation. See Import original game files.

Extensions

  • Larger cities: 256, 384, 512, 640, 1024, 2048, and 4096 tiles per side, alongside the original 128
  • Smaller cities: 16, 32 and 64 tiles per side
  • Updated coverage, land value, pollution, crime, and other data maps to be 1:1 resolution with the map, instead of lower resolution
  • Massively increased the amount of MicroSims (XMIC) and movable objects (XTHG) that are available to be used in each city
  • Improved terrain generator with configurable terrain features supported
  • New isometric data views, height map, service coverage, and transport-trip overlays
  • More zoom levels, layer controls, and optional dark underground views
  • Debug tools: debug layers, simulation timings, and a Tile Inspector. See Debug tools
  • Support for external graphics, sound, and music packs, including an HD graphics pack. See HD sprite packs
  • MIDI music through FluidSynth, with the system General MIDI sound set or a SoundFont that you choose. See FluidSynth music
  • Rebindable keyboard and mouse controls in the Controls tab of Settings
  • Translated interface. Korean is the first translation
  • Recent autosaves: while a changed city is open, a copy is saved each minute and kept for ten minutes
  • A JavaScript runtime for mods and developer scripts, with game events, a game API, example mods in examples/mods, and a Chrome DevTools console. Mods load from the mods folder, each in its own sandbox, and the Mods tab of Settings turns them on and off. See Scripting and Mods

Larger cities and per-tile data maps use .sc2x saves: ZIP archives with one raw entry per city structure, city names of up to 64 characters, and signs that can share a tile with any building. See the SC2X format. The original game cannot open these files. Original .sc2 cities keep their separate compatibility mode until you choose Upgrade City to SC2X. Older .sc2x files load as version 4 cities and save as a new copy. OpenSC2K also opens and saves the .sc2x files that sc2kfix writes for original 128 by 128 cities.

sc2kfix

Many fixes identified by sc2kfix have also been applied or ported to this codebase. The sc2kfix MIT notice is retained for adapted work.

Development

Open game/project.godot in Godot. Run python3 tools/build_native.py after each change to a crate in native. It also builds the FluidSynth library, which needs CMake. The validation command also builds the native libraries and runs their unit tests. See the native simulation, the native region builder, the native formats, the native audio, FluidSynth music and the native scripting for their layouts. Run the checks with:

tools/validate_project.sh

The tests use silent audio. Generated city fixtures are committed. Original-data audits need references/SIMCITY2000; renderer and media tests can also need imported packs in ext/. See fixture generation.

AI-Assisted Development

OpenSC2K is developed with the assistance of AI tools, including large language models (LLMs). AI is used for tasks such as code generation, refactoring, research, documentation, testing, and debugging. All architectural decisions, implementations, and contributions are reviewed and directed by the project maintainer.

See AI-POLICY.md for the project's AI usage and contribution policy.

License

Project code is under the MIT license.

Bundled Rajdhani fonts retain their own licenses.

The MIT license does not grant rights to the original game or its assets.

This project is not affiliated with or endorsed by Maxis or Electronic Arts.

OpenSC2K is an independently written re-implementation. Compatibility and simulation behavior have been determined through observation, testing, analysis of game data, publicly available research, and reverse engineering of the original executable.

No original SimCity 2000 source code or assets is included in OpenSC2K.

Read official guide
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PROJECT FILE

Project type
NATIVE PORT
Genre
Action / Adventure
Status
alpha
Original platform
—
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
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Target platforms 3

Windows
Linux
macOS
View on GitHub
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