Opening the world…
Russian cities use official city populations on 1 January 2025 from Rosstat. GeoNames supplies their coordinates and name cross-references. City districts and small settlements are not separate destinations. Municipal-district totals are not used; federal-city totals include their constituent settlements.
US destinations use Census Vintage 2025 place populations, matched by place code to Census coordinates. The selection covers Census summary level 162, including Urban Honolulu. Other unincorporated census-designated places need separate review.
US Census city population data ↗
India uses Census 2011 town populations, with town parts combined and outgrowth totals excluded. Confirmed merged municipalities are removed; seven unresolved coordinate cases are withheld. These are historical town boundaries, not a complete review of present-day municipal limits. Bidhannagar uses its corporation profile.
Census of India ↗ · Bidhannagar profile ↗
Other countries still use UN World Urbanization Prospects 2025 urban areas (DEGURBA). These can differ from city boundaries. Their review is ongoing, so population definitions are not yet uniform worldwide.
Rosstat population data ↗ · GeoNames (CC BY 4.0) ↗ · UN WUP 2025 ↗
Earth imagery: NASA Blue Marble. Zoom detail: NASA Blue Marble Next Generation (May), 5400 × 2700, with shaded topography and bathymetry. 3D rendering: Three.js (MIT).
Lines show the shortest arc between cities, not roads or transport routes. Travel time uses game speeds and excludes rest, waiting and transfers. Normal turns do not check terrain; ocean turns use a coarse coastline filter. Roads and ports are not checked. Reloading the page resets your journey.
Choose a million-plus starting city and roll the die. The result sets your city layer and number of steps. Each click takes you to an eligible city.
If a roll of 6 has no eligible forward ocean destination, it offers the nearest eligible city on the far side of the current landmass instead, continuing across new meridians. Layer, transport, speed, exclusions and the one-step limit stay unchanged. Coast detection is approximate: at least 1,000 km away and within 300 km of an onward-facing ocean coast. If neither option exists, skip the crossing.
Before 100% meridian coverage, a roll of 6 must expand the travelled longitude range. Crossing familiar meridians along the way is allowed; destinations entirely inside the travelled range are not. This applies to both ocean and continental crossings. The nearest eligible destination is selected after this check. Once coverage reaches 100%, this restriction is lifted. If no eligible ocean crossing exists, try the opposite coast of the current landmass; if neither is available, skip the crossing.
After you have crossed 100% of meridians, rolling 4, 5 or 6 unlocks a direct return to your starting city. Click it on the globe or use Return home and finish. This overrides layer, distance, ocean, previous-visit and exclusion restrictions. The final journey leg still counts toward distance and time. On a 6, home is offered in addition to the nearest ocean destination.
Rolling 6 gives one ocean crossing using the previous turn’s layer, transport and speed. On your first roll, 6 uses layer 5 and an airplane. Only the nearest eligible, unvisited city on another landmass across an ocean is offered. Other destinations are not closed by this special turn. If no eligible coast city exists, skip the crossing. Natural Earth coastlines provide a coarse game check: at least 1,000 km of continuous ocean, at least half of the route over water, and a destination within 300 km of the mapped coastline. This is not a navigable sea route.
On levels 1–4, each next step extends the radius to the nearest eligible city farther than the previous step radius, measured from your current city. If none exists, the previous radius is retained. If no eligible city is available, the radius expands to the nearest eligible city. On normal turns, after choosing a destination, the other eligible choices are closed for the rest of the journey. They reopen once all meridians have been crossed. Visited cities remain closed; only the starting city may be revisited to finish a full circuit. The final leg may cross the remaining meridians. A new turn resets the radius.
Finish by crossing every meridian along your continuous route and returning to your starting city. Backtracking over the same meridians does not add progress. Returning early does not end the game. The return step follows the normal layer and radius rules.
Other city layers are hidden. Each step starts at your current city, with a radius of 100 / 200 / 300 / 400 / 1,000 km depending on the layer. The radius grows on every step and expands to the nearest eligible city if needed. The usual viewing area is 1,000 km from your current city and expands when needed. Gold points are available; grey points are outside your step radius.
The die has six equally likely results. Each layer has one paired land / water transport mode with a shared game speed. Transport is automatic. Completed turns are final. You can undo the latest step of an unfinished turn. Visited cities cannot be revisited, except your starting city to complete the journey.
If no eligible cities exist, use the end-turn button. Unused steps do not carry over. Totals count unique cities, including your starting city; distance and time include every step.
Speeds are game settings. Time means time in motion. On normal turns, land and water are not checked: paired land and water transport follows the same arc at the same game speed. Road and sea routes will be added separately. Cross every meridian and return to your starting city to finish. Progress is not saved after a reload.
Your current route and travel journal will be cleared.