Description: The first road costs 16 coins. Build homes and shops, claim 240+ coins, buy a 120-coin parcel, and keep factories away from housing.
Draw three road tiles across the middle of your starting 3×3 parcel. Zone homes on one side and shops on the other; the first connected building pays at least 240 coins. Use that reward to buy the next parcel for 120 and put industry away from your homes.
Play / ゲーム / Game: https://tildown.com/
Progression spoilers: early rewards and unlocks are described.
| When | What to do | Why it works | Source | Build | Spoiler |
|---|---|---|---|---|---|
| At spawn | Check your 150 coins and 3×3 parcel | Nine tiles to plan; no need to expand yet | S | 1.0 · 2026-10-21 | Early |
| First road | Drag a straight line through the middle row | First tile free, two more at 8 coins: 16 total | S | 1.0 · 2026-10-21 | Early |
| First zones | Residential on one side, commercial on the other | Zoning costs nothing; shops supply jobs | S | 1.0 · 2026-10-21 | Early |
| First reward | Let a building appear beside the road | The first connection task pays at least 240 coins | S | 1.0 · 2026-10-21 | Early |
| Expansion | Select an adjacent + parcel with the cursor | Second parcel costs 120; third costs 330 | S | 1.0 · 2026-10-21 | Early |
| Factory | Place industry at least five edge-steps from homes | Ordinary factory smog reaches four tiles; keep roads connected | S | 1.0 · 2026-10-21 | Early |
| Slow growth | Open Demand and check unemployment | Add commerce when jobs and shopping are short | B | 1.0 · 2026-10-21 | Early |
| Park and tasks | Add a park and finish sets of three tasks | Parks cost 18 per tile; each task set adds 3% profit | M | 1.0 · 2026-10-21 | Early |
| Taking a break | Leave with a healthy net income | After 10 minutes away, up to one hour of net income accrues | S | 1.0 · 2026-10-21 | Early |
Your opening layout
The middle road is not just tidy: all six remaining starting tiles touch it by an edge. Roads and zones have different drawing tools. Houses will not appear on plots connected only at a corner. Do not spend the first reward on random land; expand toward flat ground you can actually connect.
Why the treasury stalls
Housing without workplaces creates unemployment and welfare costs. Open Money to inspect taxes, upkeep and welfare, then Demand to see which sector is missing. Commerce gives both jobs and shopping. Factories supply goods, but their four-tile smog radius makes the tiny first parcel a bad location. A disconnected industrial road network cannot supply the town.
What counts as beating Tildown?
There is no defeat timer or single ending. The progression is 15 chapters and more than 100 tasks. Main roads unlock in chapter 5 or at 3,500 residents and carry eight times the traffic. Rail, monuments and major projects come later. This guide covers the opening route, not a claimed hands-on completion of every chapter.
Conclusion
Bottom line: 16-coin central road, homes and shops, 240+ coin reward, 120-coin expansion, then distant industry. The smallest layout decision prevents several expensive early mistakes.
References (5)
- Official first-hour walkthrough
- Official complete rules and later unlocks
- Official sector balance explanation
- Official money and upkeep guide
- Version 1.0 official announcement
Checked 23 October 2026 against developer documentation. No hands-on run: shortest real-time route, individual solutions to all chapters and dynamic gameplay screens remain unverified. In a 21 October Reddit post, the developer reported around 300 daily and 900 weekly players; growth rate was not independently measured.

