A few months ago I posted my road network builder here and got a lot of great suggestions. Big update on what's been added since:
Traffic Lights:
Unlocks at Stage 3. Place them on any intersection, configure phase groups - opposite directions get green together. Adjust each phase from 5s to 120s. Left turns on green yield to opposing traffic. A busy intersection you've outgrown can now be managed instead of rebuilt.
Freight Tiers:
Deliveries now scale with your city. Small houses spawn only regular cars. Medium buildings mix in cargo trucks (~30%). Big buildings are full logistics hubs - cars, cargo trucks, and 16m articulated semi-trailers, twice the length of a truck. Semis route intelligently: they only deliver between medium and big buildings, pay the most per delivery, take two slots in the building's queue, and obey a slower heavy-vehicle speed limit. Net effect: ~20% fewer vehicles for the same income, so big-building districts feel like proper industrial zones instead of a wall of identical cars. Planning truck-friendly corridors between your industrial districts is now part of the expansion puzzle.
Roundabout Improvements:
Snap-to-roundabout - hover any existing intersection and it previews a ring sized to fit. Click to fine-tune radius, click again to commit. Old approach roads get trimmed and joined automatically. No more demolish-and-rebuild to convert a busy junction - this was one of the most requested changes for the "redesign a messy intersection" moment.
Smarter Drivers:
Cars avoid entering an intersection unless their exit is actually clear (don't-block-the-box), hold at the stop line when merging into a blocked lane, and no longer deadlock in yield cycles at busy junctions. Congestion now comes from genuinely undersized infrastructure, not AI silliness.
Creative Mode:
No game-over, unlimited money, hand-place buildings yourself. Pick which plots to unlock, choose from small/medium/big buildings. Pure layout and traffic-flow sandbox for people who want to build without the economy pressure.
Performance:
Big optimization pass - adaptive simulation LOD, render interpolation, car culling. Up to 10,000 cars now run smoothly, so late-game megacities stay playable. Saves also got ~25% smaller.
Smaller stuff: rocks as a new terrain obstacle (compact clusters, pricier to clear than trees), smarter traffic recalculation so cars find new shortcuts right after you build or upgrade roads, Ctrl locks snapping to same elevation (no more accidentally connecting ground roads to bridges), cinematic mode (M hides the HUD, J chases any car), more varied building colors and ground clutter.
Free in browser and mobile: https://www.crazygames.com/game/traffic-architect-tic
The progression and expansion feedback from this sub last time helped a lot - would love to hear what you'd want next. And still have many improvements and updates planned!