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World Design

Designing A City

THX 129, A Transhumanist Dystopia: Design and Development

By Koen Apr 18, 2026 World Design InNOCULATION

Designing a city that can stand beside City 17, Dunwall, Rapture, or Columbia is difficult, especially with a small team and limited production bandwidth.

THX 129 needs to feel like a living system shaped by ideology, history, infrastructure, surveillance, class hierarchy, and the slow loss of human culture.

This breakdown outlines the fundamentals, the unanswered questions, and the modular thinking needed to make the city believable.

01

Requirements

The DNA of THX 129

It all begins with an idea. That idea forms the DNA of the game. The city is where that DNA becomes physical.

The core ideas of THX 129

  • The Fourth Industrial Revolution
  • Victorian steampunk roots
  • Usefulness versus uselessness
  • Transhumanism and humanity
  • Collectivism and authoritarianism
  • The loss of culture
  • Self censorship and information control
  • Late stage capitalism
  • Emergencies as control mechanisms

What the player should feel

  • A realistic future pushed too far
  • Alienation and loss of humanity
  • Fear of trading freedom for safety
  • Noise overwhelming truth and signal
  • A depressed, mysterious, oppressive mood
  • Questions about individualism, liberty, and transhumanism
Design principle The city should communicate ideology before the player reads a single line of lore.
02

Preliminary Considerations

Before districts, define the foundations

Before placing districts and landmarks, the city needs physical logic. Geography, terrain, climate, and infrastructure decide how power moves through the space.

A. Geography and Terrain

  • Is THX 129 coastal, inland, elevated, flooded, or enclosed?
  • Are there rivers, canals, cliffs, industrial valleys, or artificial barriers?
  • Does terrain shape class separation and transport?
  • Which zones are protected, abandoned, hidden, or controlled?
Geography as control Waterways, bridges, walls, gates, and elevation can separate districts without exposition.
Climate as atmosphere Cold air, rain, smog, wind, and damp streets can become part of the city identity.

B. Climate

  • Cold, wet, polluted, foggy.
  • Rain affects lighting, patrol visibility, sound, clothing, and materials.
  • Industrial smog explains masks, filters, sealed districts, and public health control.
  • Climate should support mood and gameplay readability.
03

Visual Foundation

Reference and inspiration

The city should feel built from different layers of time. Old world architecture, speculative structures, industrial machinery, and in engine prototypes need to be unified by color, lighting, and mood.

Lebbeus Woods and anarchitecture Unstable towers, exposed structure, and architecture as psychological pressure.
Speculative urban future Flying infrastructure, verticality, and technological ambition beyond human scale.
Old world layer Gothic and Victorian density create cultural memory beneath the TGA system.
In game prototype Current tests define mood, scale, street lighting, signage, and player navigation.
04

Layout and Structure

City framework

THX 129 should grow vertically and concentrically. Power sits at the core. Infrastructure, industry, and lower status districts layer outward in controlled rings.

District logic The city should read as a controlled machine, with every road, gate, and bridge serving hierarchy.

Primary systems

Government Core Administration, propaganda, command, archives.
Industrial Belt Power, factories, refinement, extraction.
Prole Districts Old housing, monitored comfort, managed nostalgia.
Inclined Districts Elevation, cleaner streets, better services.
Debitor Zones Debt labor, punishment, ration control.
Transit Gates Checkpoints, trains, air docks, canals.
Waste Zones Sewage, disposal, contamination, exile.
Security Nodes Surveillance, patrols, scanners, barriers.
05

District Specific Features

Each district needs identity and function

Districts should differ through architecture, color, cleanliness, security, sound, lighting, public messaging, and movement restrictions.

Prole district Old world buildings, nostalgia, weak infrastructure, blue neon remnants, monitored comfort.
Innoculated district Cleaner, colder, more vertical, less human, abstract, heavily watched.
Debitor zone Crowded, dirty, rationed, functional decay, punishment architecture.
Government core Monumental scale, ideological signage, absolute visibility, ceremonial control.
Feature Prole District Innoculated District Debitor Zone Government Core
Architecture Old, dense, nostalgic Sleek, vertical, alien Decayed, brutalist Monumental, imposing
Color palette Blue, rust, warm lamps Cyan, black, sterile white Sickly yellow, brown, red Black, red, gold
Cleanliness Dirty but livable Very clean Filthy Immaculate
Security Visible patrols Drones and cameras Guards and barriers Full authorization grid
Messaging Nostalgia and loyalty Progress and purity Debt and obedience Obedience is safety
06

Final Design Details and Iteration

The process

From signage to street furniture, every detail should reinforce the city’s themes. Iteration keeps the world coherent, oppressive, readable, and playable.

Early concepts Explore scale, skyline, historic memory, and civic form.
Mood exploration Test atmosphere, lighting, rain, signage, and emotional tone.
Blockout and graybox Test gameplay flow, district scale, player routes, and sightlines.
Lighting tests Red authority lighting, blue industrial glow, and readable silhouettes.

What needs work

  • District identity needs stronger rules.
  • Transport needs clearer visual hierarchy.
  • Old world layers need to be visible beneath TGA control.
  • Street furniture and signage need a modular kit.
  • Player navigation needs more landmarks and silhouettes.

Next steps

  • Create a district map with class boundaries.
  • Define climate and weather as gameplay atmosphere.
  • Build a modular architecture kit.
  • Separate Prole, Debitor, Inclined, and Innoculated visual languages.
  • Test the first city route in engine.
THX 129 should feel like a warning. A city where progress has become administration, safety has become control, and humanity is slowly being processed into something colder and less free.

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