Building Upward
When the ground runs out, build up; height becomes a new dimension to plan.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Spatial · Creativity · Optimization
No.016Timberborn01The core loop
Action → feedback → next choice- 01Run out of floor space
- 02Raise a platform or floor
- 03Solve vertical access
- 04Expand on the new level
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
Only 10 flat tiles remain in the valley and three houses are needed.
- T2
Turn 2 · The player chooses
Build a platform over the warehouse and stack the houses on level two.
- T3
Turn 3 · The feedback
Six tiles saved, but an extra staircase adds two seconds to commutes.
- T4
Turn 4 · The next decision
Move workplaces upstairs too to shorten trips.
How it plays
Buildings can sit atop platforms or other structures, and each level needs support and access. Height saves footprint but lengthens and complicates travel, transport and upkeep.
What the player weighs
- Stack to save land or spread for easier management
- Pay for stairs and lifts or accept detours
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Timberborn
Many buildings can sit on platforms or other buildings and connect by stairs, often used to build vertical towns on tight maps.

Satisfactory
Factories are often layered with foundations and floors, conveyor lifts move items between them, and stacking keeps production lines tidy.
The difference worth noticing
Timberborn stacks because terrain forces it; Satisfactory players stack by choice for order and aesthetics.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Make conveyors climb one way only, so stacked factories must put raw input at the bottom and products on top; floor order equals production order.
Prototype this combo in Yoroll→Follow the next idea
Roads and Entrances
A building isn't open until a road reaches its door.
- Prototype complexity
- Who plays
- Solo decisions
- 01Plan a building spot
- 02Connect a road
- 03Check flow and jams
- 04Reroute or widen
Snap-Together Building
Pieces snap into place so players think about what to build, not pixel alignment.
- Prototype complexity
- Who plays
- Solo decisions
- 01Pick a piece
- 02Bring it to a snap point
- 03Confirm placement
- 04Continue from the new edge
Coverage Radius Planning
Each facility covers a circle; placing circles well beats building more of them.
- Prototype complexity
- Who plays
- Solo decisions
- 01Find coverage gaps
- 02Place a service
- 03Check overlap and holes
- 04Shift or add more



