🏙 UrbanPact

Team city-building on Telegram

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🌱 Start Here

Your first hours: sign up, survive the wilderness, learn the hourly game loop, and plan your action queue.

Getting Started

UrbanPact is played entirely through Telegram. There's no app to install — just open the bot and start a conversation.

/start Registers your account and places you in the wilderness — your solo starting phase.

You begin with 1,000 gold and the Settler tier. Before joining city life, every new player spends time alone in the wilderness: gathering resources, upgrading their housing, and learning the ropes at their own pace. When you're ready, you leave the wilderness and join or found a real city.

Once registered, the bot shows a navigation keyboard at the bottom of your screen with quick-tap buttons. In the wilderness your keyboard shows 🏕 Camp as the main action. Once you're in a city it expands to the full set. If you ever dismiss the keyboard, use /menu to bring it back.

💡 The game is turn-based at the hour. Every hour in the wilderness you passively gather a random unlocked resource plus 50g, and your quest timers run continuously in the background. To keep things quiet, this all updates your Camp panel silently — you only get a notification when your quest queue runs down to its last quest or empties, so you know to send your camp out again. Completing a quest also pays a small gold bonus scaled by duration: 8g for 3-minute quests, 10g for 4-minute, 13g for 5-minute, and 15g for 6-minute quests. Prefer total silence? Mute wilderness updates in /settings.

Beginner objectives

Use /objectives (or tap 🎯 Goals in the keyboard) to see a twelve-step guided checklist split across two phases:

Wilderness phase (5 steps):

  1. Complete your first quest — tap 🏕 Camp and send yourself on an expedition
  2. Fill all your quest slots — use the Fill Slots button to pack every available slot at once
  3. Upgrade your housing — gather enough resources to move beyond a Tent. Better housing unlocks longer quests and more queue slots
  4. Reach Cottage tier — keep upgrading through Shack, Cabin, and Cottage to unlock all four quest locations and the full 10-slot queue
  5. Leave the wilderness — use /join or /found when you're ready. Your home carries over and leftover resources convert to gold

City phase (7 steps):

  1. Fill your city action queue — tap 📋 Queue and add gather actions until all slots are full
  2. Complete your first city gather — wait for the next hourly tick to fire
  3. Queue actions 5 ticks in a row — keep your queue topped up every hour for 5 consecutive ticks (a gap resets the queue streak)
  4. Buy your first tool — open /vendor and buy a tool; the Shovel (450g) is cheapest. Tools boost gather yield and unlock crafting recipes
  5. Complete your first craft — buy a Workbench at /vendor (1,500g), then use /craft to queue a recipe
  6. Reach Citizen tier — earn 1,000g and 100 reputation by staying active
  7. Help build a city project — gather resources while a project is active to earn reputation on completion

The objectives screen always shows your next hint — you only need to focus on one thing at a time. The 🎯 Goals button disappears from the keyboard once all twelve are complete.

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The Wilderness

Every new player starts alone in the wilderness — no city, no teammates. This is where you learn the game at your own pace before joining civilization.

/camp Your wilderness home base. Shows your housing, resource stockpile, quest queue, and buttons to send on expeditions or upgrade housing.

Quests

Quests are timed expeditions that gather resources. You send yourself out, come back with materials, and queue up the next run. There are four locations unlocked as your housing improves:

LocationDurationUnlocked byAlways brings back
🌲 The Treeline3 minutesTent (default)🪵 Timber, 🪨 Stone, 🔩 Iron Ore
🧵 The Old Fields4 minutesShackTimber, Stone, Iron Ore, 🧵 Fiber
⛏ The Coal Hollow5 minutesCabinthe above, plus 🌾 Grain and ⛏ Coal
🏞 The Riverbank6 minutesCottagethe above, plus 🏺 Clay

Each location's button in /camp carries that location's icon, and a quest button never wears the icon of a resource it can't reliably bring home. Grain and Coal are guaranteed only at the Coal Hollow (the 5-minute run) — shorter runs may turn up a little as a lucky bonus drop, but never reliably.

Longer quests guarantee higher-tier resource outputs. But once you've unlocked a location, you can still send yourself to shorter quests — they have a chance to return higher-tier resources as bonus drops, just not guaranteed. Use shorter quests to keep your queue full while still having a shot at rarer materials.

🎲 Bonus drops: resources one tier above the quest's native level have a 40% chance to appear; two tiers above is 20%; three tiers is 10%.

Quest slots

You can queue multiple quests at once — they run back-to-back automatically. The number of slots you have depends on your housing tier:

HousingQuest slots
⛺ Tent3
🏚 Shack5
🛖 Cabin7
🏡 Cottage10

Tap a quest location button in /camp to add one quest, or use the Fill Slots button to queue as many of that type as your remaining slots allow. The camp panel hides quest buttons once all slots are full — keep it topped up to gather efficiently. Use the 🔄 Refresh button at any time to update the panel and see completed quests.

Housing upgrades

Your wilderness housing tiers up from Tent through Shack, Cabin, and Cottage. Each upgrade costs resources you can already gather at your current tier and unlocks the next quest location plus more queue slots. The /camp panel always shows your exact progress toward the next upgrade.

UpgradeResources neededUnlocks
⛺ Tent → 🏚 ShackTimber ×20, Stone ×15Old Fields (4 min), Fiber
🏚 Shack → 🛖 CabinTimber ×50, Stone ×45, Iron Ore ×35, Fiber ×25Coal Hollow (5 min), Grain, Coal
🛖 Cabin → 🏡 CottageTimber ×300, Stone ×280, Iron Ore ×220, Fiber ×160, Grain ×150, Coal ×100Riverbank (6 min), Clay, 10 quest slots

Notice the pattern: each upgrade only costs resources you can already gather at that tier. Fiber comes from Shack-level quests, so it's needed for the Cabin upgrade (not before). Grain and Coal come from Cabin-level quests, so they're needed for the Cottage upgrade (not before). No circular dependencies.

The Upgrade Housing button appears in /camp whenever you have enough resources for the next tier. Tap it to upgrade immediately — you'll receive a short message describing your new digs.

⏱ You don't need to rush to Cottage before leaving. You can join a real city at any point — your housing tier carries over and you hit the ground running.

Medals

Five one-time achievements are unlockable during the wilderness phase — each earns reputation and is announced by the bot when you hit it:

Quiet mode

By default the wilderness is already quiet — your Camp panel updates silently as quests complete, and the bot only pings you when your quest queue runs down to its last quest or empties (your cue to send your camp out again). Prefer total silence? Turn on Quiet Wilderness in /settings — it suppresses even that drain notification, so no wilderness DM ever fires; the panel still shows your latest progress whenever you open it.

Leaving the wilderness

When you're ready to join civilization, use /join to join an existing city or /found to start one. Two things happen automatically:

  1. Resource conversion — any resources left in your wilderness stockpile are sold for gold (1g per unit) and added to your wallet.
  2. Home transfer — whatever wilderness home you earned carries over as your starting tier on the Estate track, your personal home in the city.

There's no bus ticket fee when leaving the wilderness — that only applies when switching between real cities.

🔗 Got an invite link from a friend? Players who join via a city invite link (/start inv_...) skip the wilderness entirely and land directly in that city.

Camping mode — /gocamping

Already in a city but never finished your wilderness medals? Use /gocamping to head back out for a solo camping trip. It costs 300 gold and lets you work through any of the five wilderness medals you missed, without leaving your city.

The bot shows a confirmation prompt before charging you. Your starting camp tier is carried over from your Estate track — if you've already upgraded to Cabin with gold, you'll start camping at Cabin, not Tent.

While camping:

When you're done, tap 🏙 Return to City in the camp panel. Any resources you gathered convert to gold and your camp is packed up. The "Civilized" medal is awarded at this point if you hadn't already earned it. Your camp housing tier is saved — if you come back for another trip, you pick up where you left off.

💡 Camp housing and your city Estate track are separate ladders. Reaching Cottage at camp doesn't change your city home — that's upgraded with gold via /estate. Your camp Cottage waits at the campsite for your next trip. (Only players who start their journey in the wilderness bring their home with them when they join their first city.)

💡 If your housing is already at Cottage, the confirmation prompt will warn you that the two housing upgrade medals (Roughing It, Off the Grid) can't be earned from Cottage — they require upgrading in the wilderness. You'll be offered the option to reset to Tent if you want all five.

💡 /gocamping is only available if you still have at least one wilderness medal left to earn; once all five are complete, the command is blocked. (Hunting is separate — it's always available via the 🏹 Hunt button once your city has a Hunter's Lodge, no camping trip required. See below.)

Hunting mode — Hunter's Lodge

Once your city builds a Hunter's Lodge (requires Town Hall 2) and you own a Bow, a 🏹 Hunt button appears in your navigation menu. Tap it to start a free hunting trip alongside your city work — wages and your queue keep running. A Bow is required to hunt — pick one up at /vendor for 800g once the Lodge is built.

Choose your hunting ground. The panel lists hunting grounds from the gentle Outskirts to the untamed Wild Country. You can hunt any ground up to your Lodge level — farther grounds take longer to reach but hold bigger, more valuable game (each quick hunt bags one animal; a heavier one pays more pelts). Locked grounds show the Lodge level you need.

GroundTrip time (🏹 Bow)Unlocks atHunt slots
🌿 The Outskirts5 minLodge 13
🌾 The Meadowlands6 minLodge 24
🌲 The Deep Forest8 minLodge 35
⛰ The Highlands12 minLodge 46
🏔 The Wild Country15 minLodge 58

A 🎯 Crossbow's Big Game trips run much longer than the Bow times above (roughly half an hour and up), for heavier trophy prey — see Resources & Crafting for the Crossbow.

Tap a ground to send out a party, or 📋 Fill to load every open slot with that ground. Queued too many, or picked the wrong ground? Each queued hunt gets its own 🚫 delete button below the grounds — tap it to remove that hunt and free the slot, just like the workbench crafting queue. The hunts behind it slide up to fill the gap. When a hunt completes, the bot DMs you what you caught and its weight. The game is delivered to the Lodge and processed into Pelts at the next hourly tick — you won't see the pelts in your city stockpile until after the hour.

Pelts are a steady wage. Every ground earns pelts at the same rate per hour — a farther ground takes longer per trip but brings back proportionally more, so no ground out-farms another. What farther grounds give you is bigger trophies (your biggest-catch record), the rarest-animal medal, and fewer taps for the same pelts. (A single big catch still pays more pelts than a single small one — it's only flat per hour.)

Bow still earns XP and levels up with every hunt (and unlocks heavier-hitting crafts), though which animals you catch is decided by the ground you pick rather than your Bow level.

💡 Pelts → Leather: Pelts collected from hunts can be crafted into Leather (Tier 2) on the workbench using a Tanning Rack (2 Pelts → 1 Leather). Both the Bow and the Tanning Rack appear in /vendor once your city has a Hunter's Lodge. The Tanning Rack has a chance to produce double output — 15% per tool level — so a Level 5 Tanning Rack gives you a 75% chance of getting 2 Leather from a single craft.

Hunting Expeditions — in /queue

Once your city's Hunter's Lodge reaches Level 3, a new 🎒 Mount Expedition button appears in your /queue menu. Where a quick hunt is a few minutes, an expedition is a full day-long hunt that brings back a much bigger pelt haul. To send one out you provide supplies: a fixed bundle of raw materials (mostly timber and stone, plus a few other staples) drawn from the city's shared stores — what a hunting party needs to stay out in the field.

A full party gets through a lot of supplies, so an expedition costs far more raw material than a quick hunt — but it comes home with a big haul of pelts, which your Tanning Rack turns into the leather your builds need. Pick a ground (up to your Lodge level): nearer grounds bag many small animals, farther grounds fewer but bigger, rarer game — and a farther ground also brings home more pelts (about 25 / 30 / 35 / 40 for grounds 1–4, give or take a little), so distance is a genuine spend-more-get-more choice. The picker shows an estimated pelt range and exactly which supplies each ground will draw before you commit. The catch goes to the Lodge and is dressed into pelts on the next tick, same as any hunt.

An expedition costs one main-queue slot and resolves on the next tick. Short on supplies? It still goes out as a smaller trip — but an under-supplied trip earns no trophies or rare-animal medal credit (those need a full expedition). Casual hunting via 🏹 Hunt is unchanged — expeditions are an extra, bulk path.

Because supplies come out of the shared city stores, any citizen's expedition appears on the mayor's hour report — naming who went and exactly which supplies it drew — so the mayor can always see the stockpile drawing down.

🐾 No animals were harmed in the development, testing, or execution of this game. Every creature here is a friendly bundle of pixels that trots home for dinner after the hunt.

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The Game Loop

Once you're in a city, every hour the game runs a tick that processes everything in order:

  1. Building production — each city's buildings add resources to the shared stockpile
  2. Wages — every player with a city earns 100 gold automatically. A city's Market boosts this wage by a percentage; the Bank pays an additional flat dividend to home-working citizens.
  3. Trade routes — active trade routes between cities move resources
  4. Your queued action fires — the oldest action in your queue executes and is removed
  5. Build project draw — if your city has an active project, required materials are pulled from the stockpile
  6. City Score — every unit your members produce that hour (gathers, crafts, building output) is added to your city's running score; visiting other cities' premium buildings adds points too. Score only ever goes up — spending never reduces it
  7. Premium visits — queued visits fire: the visitor pays an admission ticket that goes to the host city's citizens, and out-of-stock buildings are stocked by a Tycoon importer (or close their doors, free of charge)
  8. Tier promotions — players who hit their thresholds are promoted automatically
  9. Tick reports — each player receives a summary of what happened that hour

⏱ You don't have to be online for any of this. Queue your actions ahead of time and the game runs without you.

Hourly tick report

After each tick completes, the bot sends you a summary of everything that happened that hour:

You'll receive this message whether you were online or not — check in at any time to see what changed while you were away.

💡 AI Tips — full strategic review

Beyond the one-line tick tip, you can request a full strategic review anytime: open /help (or tap 📜 Help) and hit the 💡 Get AI Tips button. The AI advisor looks at your complete current state — queue, tools and levels, city stockpile, active project shortfalls, buildings, consumables, rested charges — and returns 3–5 numbered tips tailored to your numbers.

Tips are cached for 1 hour; the button shows ✓ cached when your last review is still fresh and refreshes automatically once the hour is up.

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Your Action Queue

Your queue is a list of actions that fire one per tick, in order. Higher tiers unlock more queue slots, letting you plan further ahead.

Queue depth by tier

TierQueue slotsPlanning horizon
Settler66 hours ahead
Citizen77 hours ahead
Developer88 hours ahead
Entrepreneur99 hours ahead
Tycoon1010 hours ahead

Queue options by tier

Which actions you can queue depends on your personal tier:

TierAvailable queue actions
Settler / CitizenGather resources, Odd jobs
Developer + Workbench 5Gather resources, Queue crafting, Odd jobs
Entrepreneur / TycoonGather resources, Queue crafting, Odd jobs

Opening /queue shows a two-level inline keyboard. Tap 🌾 Gather Resources to pick a resource, or 🔨 Craft Resources (if unlocked) to pick a recipe. A ◀ Back button returns you to the top level. The keyboard stays open in the same sub-menu as you fill your queue — all buttons remain visible even when the queue is full, and tapping one shows you a toast confirming or explaining why it can't be added. A 🗑 Clear Queue button is always present at the bottom.

Editing the queue: once you have actions queued, tap ✏️ Edit Queue to manage them individually. Each action gets / buttons to change its firing order, a button to send it straight to the top, and a to remove just that one — so you can drop a single action, top-deck an urgent one, or reshuffle priorities without clearing the whole queue.

Gather actions

The core action type. When a gather fires, a random amount of the chosen resource (10–25 units) lands in your city's shared stockpile.

/queue_timber Queues one Timber gather. Or use /queue to tap the inline button.
/queue Shows your current queue and how many slots remain.
/queue clear Removes all queued actions.

The seven gatherable resources and their commands: /queue_timber, /queue_stone, /queue_iron_ore, /queue_grain, /queue_coal, /queue_fiber, /queue_clay. (Treasury isn't gathered — it comes from your city's Town Hall.)

If your city has an active build project, resources it needs are highlighted with a ⭐ star in the gather sub-menu — they stay in their normal positions so the layout doesn't shift.

🎲 Gather amounts are randomized — anywhere from 10 to 25 units per action. A little luck is built in.

💸 Where Treasury comes from: your city's Treasury isn't gathered by hand — it's produced by the Town Hall each tick, and topped up when you sell surplus resources through a Customs House (1💸 per unit of most Tier 1 goods). Gathering Tier 1 resources feeds both your build projects and, via exports, the Treasury — so it's the better default while your city is actively constructing.

Queue crafting (Developer + Workbench 5)

Once you reach Developer tier and level your Workbench to level 5, crafting joins your queue options. Each queued craft slot fires once per tick — the same hourly cycle as gathering. It uses ingredients from the city stockpile and sends the output straight back in.

Your hour report shows both sides of the trade: the Crafted line for what you made, and a 🔧 Used line naming every ingredient it drew from the stockpile — the same way your districts and hunting parties report their draw. That matters when your city produces a material in the very same hour your craft consumes it: without the 🔧 line, the material can look like it arrived and then vanished.

If you hold the Master's Charter and your city has a Masterwork, your queued craft runs on a leased crew — and that crew eats 🌾 Grain, one per unit crafted, on top of the recipe. The report keeps that separate on its own 👷 Fed the leased Masterworks crew line, so the grain never looks like a secret ingredient of the recipe.

Output scales with your tool level. The recipe determines which tool applies: Axe for Planks, Shovel for Bricks, Scythe for Rope, Pickaxe for Mortar, Crucible for Iron Ingots/Steel/Charcoal. A higher tool level means more output per tick.

/queue_planks Queue one Planks craft action (requires Axe + Workbench 5 + Developer).

All seven queue-craft commands: /queue_planks, /queue_bricks, /queue_iron, /queue_mortar, /queue_steel, /queue_rope, /queue_charcoal. Or tap 🔨 Craft Resources in /queue.

If the city stockpile doesn't have enough ingredients when the tick fires, the slot silently skips — your queue streak is preserved and the slot is freed for next time. No penalty, no interruption.

Queued crafts count toward the Daily Top Crafter leaderboard alongside workbench crafts. There's also a weekly recognition: when the weekly scoring window closes, a pinned 🏆 Weekly Champions post in the community group crowns a top-3 🥇🥈🥉 podium in up to eleven categories — top cities, most prestigious cities, prestige climbers, gatherers, biggest earners, rising stars, top hunters, top travelers, crafters, crate hunters, and the week's luckiest scratches (categories with no qualifying players are skipped).

Odd jobs

Sometimes you need gold more than your city needs resources. Queue an odd jobs action to spend the tick earning personal gold instead of gathering for the stockpile. It's available at every tier — reach for it whenever you'd rather bank cash than add to the stockpile.

/queue_oddjobs Queues one odd jobs action. Earns 50–100g personal gold that tick. No rep, no city contribution. (The old /oddjobs still works.)

Odd jobs keep your queue streak going — you're counted as active, not idle.

Idle players

Even with an empty queue, you're still contributing — just less. Three things happen automatically each tick when you're idle (your queue streak resets if the tick fires with nothing queued):

You still miss out on rep and the larger active gather amounts — active players will always pull ahead faster — but being offline never means being useless to your city.

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