Every place in Augrym has jobs to do, things for sale and something to ride or watch. Open the compass, pick a place, and you're there.
About ten jobs in every place, some quick, some that take most of an evening. Find the Help Wanted signs, say yes, and the work starts right where you stand.
A great lakefront park with gardens, lawns and a big fountain, and a whole city skyline standing round it. Most players start here.
Collect the eggs, harvest the crops, shelve the crates and clear the barn. Muddy after a flood, too.
Clean up after a beach party, clear the log pile by the jetty and replant the dune grass after a storm.
Fix the fence rails round the birds' pens, clear out old bedding and hide toys for the dogs and the macaques.
Coasters, a Ferris wheel, drop towers, a storybook castle and a midway of game stalls. Safety-check the rides, then ride them.
Hunt for lost balls in the rough, fix the ball marks on the greens and get the course ready for the tournament.
An open-air outlet village with a storefront for every bazaar. Tap a storefront and you're inside.
Every place has experiences of its own. Buy a ticket and sit back: the camera rides in the seat with you.
Real stores, built to walk through, with goods on the shelves and a price beside every one. Spot a For Sale sign anywhere in the world and it'll take you straight to the thing it's advertising.
Every tile on a sample board: brick, stone, glass, marble, parquet, pool water. Bought by the crate, built into anything.
A department store with escalators, floors of hats, shirts and more, and a look for every floor.
A lighting showroom: a two-story hall of chandeliers, with a gallery all the way round.
A bathroom store three floors high round a fountain that rises from the ground floor to the top.
A big home-and-garden store with a garden center beside it. Saplings, pergolas, glasshouses, porches and more.
Every bazaar has an EXIT that walks you back out to its storefront, so you never get lost inside.
Everyone gets a plot. Build a cottage, a castle, a pool with a hedge maze round it. Hang a chandelier, put in a bath, plant a garden. Go up a story, or three.
A lamp post or a porch is a job or two away. A faΓ§ade or the great lamp takes an evening, or one with a crew. And a plot is never finished, which is exactly the point.
Invite your Pals over and show them what you built, every brick of it paid for with answers.
A lamp post, a basin, a sapling, a porch. One to three quick jobs.
A bath, a pergola, a glasshouse. About an evening.
An arcade, a hedge maze, a pool, the great lamp. Two evenings, or one with a crew.
There's always another story, another room, another idea.
Pick a place, pick up a question, and start building.