3D preview of Prospect Hollow’s Tomorrow City with rounded buildings along both sides of the river.
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Prospect Hollow: Tomorrow City is on its way

I’ve been paying attention to the little pauses that break your rhythm in Prospect Hollow. You finish a mine run, return to town and try to turn the camera, but the village is busy catching up with all the buildings that just changed. On a phone, that pause is especially hard to miss. The latest work on the preprod branch is aimed at exactly that moment.

A town that keeps moving

When several projects finish together, the town now brings their updated buildings in over a few frames. People and animals keep routes that still make sense, while new routes are worked out in smaller steps. There have also been changes to how the town draws its roads, terrain and moving characters. The goal is simple: let you pan around and see your new buildings without the game taking a long breath first.

There are smaller changes you can see straight away, too. The village controls make more room for the town on a narrow screen. In the mine, your score, stars and earned chests are visible as you play. The home page is getting a clearer path to sign-in and your saved towns, while local play still works without an account. I’m still checking the feel of the performance work on real phones before calling every hitch solved.

And then there’s Tomorrow City

Beyond the polish, a new era is in the works. Tomorrow City is set in 2065, after Connected City, and it changes the whole shape of the village. Old familiar plots become domes, glazed towers, barrel-vault shops and round civic buildings. Across the river, three new places join the town: Sky pods for homes, a Biodome for food and a Maglev loop for visitors.

The streets get hover cars and a shuttle bus. Modernise the airport, station and port and their vehicles change as well: a sky saucer, a solar express train and a hover ferry. Even the mine entrance gets a new look. It is still the town you have built, but you should be able to tell at a glance that it has stepped into another age.

3D game screenshot of a saucer-shaped aircraft with landing legs beside the Tomorrow City airport runway.
The airport’s new sky saucer, shown in the development build. It arrives once the airport is modernised.

I have to mention the dog. In this era it walks around in a little white space suit, red boots and a bubble helmet. Some upgrades are practical; this one just makes me smile.

The Prospect Hollow dog in a white space suit with red markings and a transparent bubble helmet.
Yes, the village dog gets a space suit in Tomorrow City. Preview from PR #56.

More reasons to head back into the mine

Tomorrow City also adds 48 puzzles, taking the campaign from level 324 to 372 across eight new chapters. The new charge core is the first surprise. Match gems on or beside it to light it up; once charged, it turns the gem on it into a free bonus. Later chapters mix it with the obstacles you already know and ask a little more of you.

Mobile mine guide explaining how matching beside a charge core builds energy and releases a bonus gem.
The charge core makes its first appearance at level 325. This phone image comes from the unreleased PR.

There are still no move limits or puzzle failure timers. You can take your time with a level; faster runs and higher scores remain optional goals for extra chests.

Where things stand

The smoother-town work is on the preprod branch. Tomorrow City is still in PR #56 and needs its final phone check, so these are development previews rather than a release announcement. You can browse the full 3D gallery while it comes together. Preprod is where I test the upcoming host and account features; the current public game is still available, and the previous update explains the move in more detail.

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