What “epic” means in numbers
Our normal “World” size gives you one open city. “Epic” stretches the same engine across an archipelago. The size is measured in places, missions and hours, not in graphics:
| Measure | World | Epic |
|---|---|---|
| Places | one city, 2 to 8 districts | 2 to 3 islands, each a city with 2 to 8 districts |
| Missions | 10 to 30 | 40 to 80, with a main story |
| Play time | 2 to 6 hours | 10 to 25 hours |
| Build time | about 15 minutes | about 8–12 min |
How the islands fit together
You start on one island. A gate mission opens the next, and you travel between islands by ferry or bridge at a terminal. Your money, your vehicle and the time of day travel with you, while missions and collectibles are remembered per island, so you can come back and finish a place you left half done.
- A main story across islands: the AI plans the whole archipelago first, then writes each island’s main chain of missions and its side jobs.
- Up to 24 characters and 14 vehicles: mission givers with their own roles and lines, from scooters and taxis to boats.
- Collectibles on every island: reasons to go off the road and look around.
- Day and night, weather and radio as in a single World city.
Big, but never violent
Epic projects are as non-violent as World projects. Missions are about driving, delivering, racing, finding, photographing and escaping. There are no weapons and no violence against people or animals, and cities and companies are always invented. That keeps the content suitable for players from 12 years, and creators must be 16 or older.
Price, plan and limits
An Epic project costs 5,000 credits before extras, and you see the total before the build starts. That is about two months of Studio credits (2,500 per month) or one large credit pack (5,000 credits for €169). Epic needs the Studio plan, and every account can start at most 2 Epic projects a month. They count towards the 5 world projects a month. For a smaller first step, try a single city: the open-world game maker.
Ideas for an archipelago
- three islands of a spice trade: a fishing port, a market town and a lighthouse cliff
- a retro-futurist chain of islands where each island is a different decade
- a winter archipelago with ferries, snow passes and a mystery about a missing postal boat
- a team scavenger hunt where each island belongs to one department of your company
- a holiday-gift game: a courier story through the islands where your family lives
Want to know first what an AI can and cannot do for a game of this size? Read what AI can do in games. Prefer production chains and a growing town? See the city builder maker.

