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Climate Atlas's itch.io pageArtistic Statement / Use of Theme
Climate Atlas started as a simple idea which was to build a climate strategy game using real environmental data instead of an abstract or fictional city. The biggest early challenge was the data pipeline itself. Working with Esri Living Atlas heat data (ArcGIS), the NYC Street Tree Census, and building footprint data meant resolving coordinate system mismatches, inconsistent field names across joins, and gaps in the data. For example, our building dataset had footprint area and perimeter but no literal width/length, so we had to derive real building dimensions algebraically instead. Another serious challenge was unit consistency between ArcGIS and Unity. Our real-world coordinates came in as State Plane feet, and early on, different parts of our pipeline converted those feet into Unity units using separate, uncoordinated scale factors. Since Ryan was in charge of data development and converted the dataset to a Unity file, the hard part was also working with UVCS(Unity Version Control) to add collaborators. Given our Sprint 3 timeline, we had to make real cuts. We shipped a lean starter deck instead of the full intervention variety we'd envisioned, and used a simpler hover-based "flip" for card details instead of a true animated flip.
Development Summary
Climate Atlas engages with the jam's theme by refusing to abstract climate change into something hypothetical. Every tile, tree, and building in the game reflects real, measurable data from Harlem, NYC, real surface temperatures, real tree species and health, and real building heights. The Urban Heat Island effect isn't a fictional mechanic here, it's the actual, documented reason some New York blocks run several degrees hotter than others. Our positive climate solution is deliberately practical rather than utopian: every card in the deck, planting trees, reflective paving, permeable pavers, green roofs, represents a real intervention urban planners actually use to fight urban heat. The game's call to action is simple: these small, achievable changes measurably matter, and a neighborhood's relationship with heat isn't fixed, it's something people can actively reshape, tile by tile. Artistically, we leaned into a grounded, almost documentary tone rather than a stylized fantasy city, because realism is the point. Our color language (cool blues and greens shifting to warm oranges and reds) makes the heat instantly visible. Our audio directionally mirrors the player's real life impact, drifting from the calm ambience of doing a daily task toward something more tense as a heatwave occurs or there is sudden rain. We wanted playing the game to feel like paying attention to something true, not escaping into something imagined.
Topic Tags
Urban heat island, extreme heat, urban greening, tree canopy, green infrastructure, climate adaptation, environmental justice, data visualization, heat mitigation, NYC.
Sprint Participation
My team has not submitted to previous Climate Jams, this is my first Climate Jam I have participated in.
Game Engine, Platform, Format
Unity
Generative AI Disclosure
Claude was used only in the coding aspect of the game.
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Comments
I really could not understand what effect my actions were having on the surrounding map each turn. I wish feedback was made more explicit on player click, and that action was required for each round (I began spamming End Round, and it allowed me to do so). I think the real-world data you incorporated is interesting. Thanks for making!
I'm impressed by the incorporation of real-world data, and I think it's meaningful to see how different environmental strategies interact with a region's statistics. I would suggest incorporating the real-world stat part more into the gameplay (perhaps allowing players to learn to make calculations to decide the best strategy for an area?), so that players could do more than just point and click. Great work!
I was confused at first on where I am supposed to start before realizing that I am in the gameplay. I did learn some interesting suggestions on how I can plant some seeds at any part in Harlem. The mechanics felt less amusing since all I could do was move and look around. I think that this game could have had more polishing for these gameplay mechanics. However, I did like the music that the game started with. Great job on the game! Keep working on it to make it better.
The introduction of urban planning technologies, use of real world science/data sets, and the concept of this game is something I found really interesting. Reading up on the dev summary to learn that there was a deep consideration for real world data in Harlem is an incredibly exciting idea. Wanting to make a game that put a spotlight onto real world solutions is admirable!
But I say this with a heavy heart, the execution of these ideas was very flawed in this game's current version.
Visuals, Art, Music
I can't say there is much of an art direction unfortunately. It looks like placeholders and dev art. Visual changes are simple, a flat coloring of a building, and the change of a red to a purple to blue tile (from what I could tell, that was it). I reset the game several times, thinking maybe this was a visual glitch, or the textures weren't loading. I still hoping that is the case, because all I say where mostly grey buildings and trees over a red/blue tilemap.
I liked the music a lot though, very pleasant on the ears.
Gameplay
The concept of the game is honestly really cool, I can envision it being a good game about managing urban heat (almost like Frostpunk, but the other way around).
I played for about 10 minutes, resetting a few times because my movement speed would occasionally slow to a snail's pace and I wouldn't move very fair at all. But besides things like the floor having no collision, and UI issues, I didn't see the point in continuing after understanding what I needed to do.
The gameplay loop is: click "tasks" button, select card, put it on tile or building. Then, tile turns bluer. Repeat until entire map is blue, I believe. But there's no positive feedback, no reward, no visual changes besides color swaps, and its so hard to see the white font of the "stats" of the building that I can't tell what they're even saying half the time. The sheer size of the map made traversing through it a chore, given that the movement speed of the camera is not fast at all.
For a game like this, having a wide, overhead camera (similar to most city-builder games, for example) that allows me to select tiles across a wide area would have been much more preferable.
The cards themselves didn't feel like they had an difference in impact between each other. Either I placed a card on a building, or tile, and it turned the tile more blue. The most interesting thing about the cards for me, was learning about reflective asphalt. They were fun-fact flash cards for me, nothing more.
TLDR
The vision of the game was strong, reading through the dev summary made me excited and interested to see how they'd manage to make such a complex, systems-focused game. But, I know I am being harsh, but I can't say that this was much of a game. I got a gold medal almost immediately by pressing the card and randomly clicking elsewhere on the screen, I didn't even leave the "task" menu. I was generally confused, aimless, and felt like my actions were lacking purpose. The most meaningful thing to me was learning about the different technologies architects consider to deal with urban heating.
I'd be happy to replay this game if there is an update in the next coming days and change my review!
I really like how the game looks! Here are a few small suggestions that I think could make it even better:
Overall, I really enjoyed the game! These are just some small suggestions that I think could make the experience even better. 🌱🎮