Stop, Ampeltime! is a novel, puzzle-like approach to transportation games that takes the challenges of creating a functioning and efficient traffic infrastructure to a small, dense scale. It’s a very playful approach to tackling real-world challenges, combining a realistic traffic simulation and a charming level of detail with the freedom to play and experiment with the flow of traffic.


Meet the Protagonists


This is Car.
It is a very convenient thing you use to get from A to B. You have to drive it yourself though.
It uses a lot of space for what it does.


This is Bus.
It is the socialist version of Car. That you have to wait for.
But what it does, it does pretty efficiently.


This is Nature.
It is chaotic, unsystematic and confusing to most people. Still, people somehow need it to be happy.
In its raw form, it is useless. This is why it needs to be tamed with Paths.


This is Path.
It can take many forms. It is used to guide people from A to B so they don’t get lost in Nature.
It is recommended for all vehicles to stay on the designated paths.


This is Traffic Light.
It is your friend that helps you control the chaos that is modern day transportation.
Germans call it die Ampel. Now you know.


This is Intersection.
Things were so simple and straightforward before it came along.
Now you are charged with the noble task of creating the most crazy and intertwined mess of paths, so everybody gets to where they want to go.


This is More.
More to come.
Stay tuned!



  • Flexible path design
  • Interconnected levels
  • Programmable traffic lights
  • Crashes!



The initial idea for the game was developed at the Zurich University of the Arts.
The game design has undergone various iterations since its inception beginning of 2011.


Early in 2011, the first Flash-based prototype had gird-based road placement and a rudimentary car AI (with working turn signals!).


Development screenshot of the Flash prototype. Freeform road design on multiple levels!


The final Flash prototype had a beautiful CAD-style planning mode, where roads were designed before they were put to the test in the simulation mode (2013).


The final Flash prototype featured procedural environments and shadows (2013).


The Flash prototype can be played here (Adobe Flash 11 required).