In development · Coming to iOS and Android

Build the neighborhood. Then live with it.

Common Grounds is a persistent multiplayer property tycoon where every neighborhood is run by its players. You build it, your neighbors vote on it, and everyone lives with what you decided together.

  • Buy property
  • Improve neighborhoods
  • Win elections
  • Build companies
  • Make enemies
  • Get rich
Common Grounds on a phone: an isometric neighborhood of homes and trees with a card offering 'Unit 6' for sale, a 'Make it yours' button and a 'Next listing' button.

Work-in-progress capture from the Unity editor, October 2026. Not final art; the cash and prices shown are test values.

How it plays

Build it, hand it over, and keep it standing.

Every project runs through the same five-step loop. There’s no reloading a save: when things go wrong, you recover, sell, or write it off, and the next project is bigger for it.

  1. Develop

    Pick up a parcel, lay out streets and lots, choose the homes, the quality tier and the amenities, and decide how the community will be governed.

  2. Hand it off

    Your neighborhood opens its doors. Residents move in, the association takes over, and the place starts running on the rules you set.

  3. Manage

    Set the monthly dues, fund the reserves, hire vendors, and ride out hurricanes, insurance spikes, feuds and failing pool pumps.

  4. Face the consequences

    Good calls lift property values. Bad ones show up as falling prices, unpaid dues and, eventually, a neighbor organizing to take over.

  5. Reinvest

    Profits from sales, management fees and appreciation fund your next project. Bigger, riskier, and with more people watching.

Six ways to play

No classes. Just ambitions.

Everyone starts as a homeowner. What you become is up to you, and one account can be a developer, a board member, a vendor and an investor at the same time.

The flipper

Buy distressed homes, push the board to fix what's broken, and sell into the recovery.

The developer

Turn raw land into a brand-new community, sell the units, and move on to the next site.

The vendor operator

Run a landscaping, pool or security company and win contracts across many neighborhoods.

The political player

Win board seats, build a coalition, and shape how a community spends its money.

The property manager

Take on management contracts for other players' communities and earn a monthly fee for keeping them healthy.

The portfolio mogul

Spread holdings across communities, regions and quality tiers, and let the market do the rest.

The world

One shared city. Hundreds of neighborhoods. Real neighbors.

Common Grounds takes place in persistent shared worlds: a city and its suburbs that keep running whether you’re online or not. When another player opens a new development, everyone in that world sees it appear.

The players meet at the moments that matter, like board meetings, elections and budget votes, instead of needing to be online at the same time. Showing up counts. Missing a vote has consequences.

We’re also building a solo builder mode for designing a neighborhood at your own pace, with plans to bring finished designs into the shared world as blueprints.

  • World

    A city and its suburbs. Each world is designed to hold up to around a thousand players on one map. When it gets crowded, a fresh world opens, so newcomers always have room to start.

  • Community

    A neighborhood of 30 to 200 homes. Most homes belong to computer-controlled residents with their own personalities; the players are the ones who shake things up.

  • Property

    A single home. Its value rises and falls with how well the whole community is run, and that includes you.

What makes it different

A tycoon game about what happens next.

It starts after the ribbon-cutting

Most builders end when construction does. Here, opening day is when the real game begins: the dues, the repairs, the votes and the people.

Every neighborhood is run by its players

The board members, developers, vendors and managers around you are other people. Their decisions move your property values, and yours move theirs.

Residents with opinions

Your neighbors are a cast of personalities, from frugal retirees to rule-loving busybodies, who complain, vote in blocs, and remember what you did.

Every number explains itself

When a value, a score or a satisfaction rating moves, the game tells you why, so a bad month is something you can learn from and recover from.

Power is earned, never bought

Takeovers need a real grievance and a supermajority, not a bigger wallet. If we ever sell anything, it will change how you look, never how powerful you are.

Built around your schedule

The world keeps going while you're away, and the big moments happen at scheduled board meetings and votes. Coming back should bring opportunities, not chores.

From the workbench

These are real captures from the current development build, running in the Unity editor. The art is a first pass and will change.

Work-in-progress captures from the Unity editor, October 2026. They have not yet been taken on a phone. Not final art; money, scores and prices shown are test values.

Development status

Where things stand

Common Grounds is early in development, and we’d rather tell you exactly where it is than promise a date.

Working today, in the editor

  • Hilly terrain, paths, gardens, a community pool and other amenities you can place
  • About 50 residents who walk the paths and use what you build
  • A neighborhood score that explains every point it gains or loses
  • Buying a home and voting on a community proposal
  • A live game server running one test world and community

Not done yet

  • Testing on real phones
  • Player accounts and sign-in
  • The first live test with several real players in one community

Roadmap

  1. A neighborhood worth building In progress

    One great-looking neighborhood with construction, residents, maintenance, a real economy and touch controls that people can finish without help.

  2. Playing together In progress

    Sign-in, shared state, and a first test with three people buying homes and voting in the same community, plus first builds on iPhone and Android.

  3. Closed alpha Next

    A small district of three to five communities, opened to invited players. This is where early-access invitations will come from.

  4. Launch on iOS and Android Later

    A store release once testers keep coming back on their own. No date until we earn one.

Want a seat on the first board?

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