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Open Cities Online

Open Cities is a collector's clicker about opening envelopes. Four tiers sit on the shelf, from a free Basic one to a Royal one that costs thirty tokens, and each holds currency and — almost always — one illustrated city card. There are eighty-four cities across three decks and six rarities, and the whole game is the pull between opening the cheap envelope now and saving for the expensive one.

The loop is one tap wide. Pick an envelope, break the seal, and watch what comes out: tickets, tokens, and a card that flies up and hangs there face down until you tap it. Rarity decides the colour of the word that lands over the scene — Common, Rare, Super rare, Epic, Mythical, Legendary — and the Basic envelope pulls a Legendary two times in a thousand. That number is the reason the free envelope never gets boring.

Tiers are a real choice, not a ladder. The Basic envelope is free and endless and pays one to three tickets; Travel costs ten tickets, VIP eighteen tokens, Royal thirty. Better tiers do not just pay more, they change the odds: the Basic envelope gives a Common card seven times out of ten, the Royal one only six times in a hundred. So every ticket is a small decision — spend it now on a Travel envelope, or stack it toward a Royal one.

Duplicates are not a disappointment. A second copy of a city raises that card's level, and every copy beyond the first is crafting material. That is what the other two decks are for: twenty-four Pro cities are forged from duplicates of Base cities from the same region, and twelve Elite cities need Pro duplicates plus elite tokens, which fall only out of Royal envelopes and only sometimes. The four regions — Europe, Asia, the Americas, the Middle East and Africa — each hold their own material, so a pile of European duplicates does nothing for an Asian card.

Crafting gets more expensive the more you repeat it. A Pro card costs twelve Base duplicates the first time; forging the same card again costs twice that, then three times, and at some point the next new city in that region is simply cheaper than another copy of the one you already have. Nothing is forbidden and nothing is capped — the frontier just moves on its own.

The game tells you when luck is coming. One envelope on the shelf can carry a Lucky tag: its rarity odds are raised, the flag is decided before you tap, and it stays on that envelope until you open it. Only one at a time, so the tag means something. On top of that, an envelope sometimes pays double currency, and the Basic one brings a city in three openings out of four — in the fourth there is no card, but the payout doubles.

Half of the pull is the sound. Paper creaks, the wax seal cracks and drops away, the flap folds open, and every item that comes out has its own note: the ticket lands on the table with a thump of its own, and the tokens climb a scale, one step higher each time, so a rich envelope arrives as a run instead of a row of identical clicks. A card flip has a snap to it, a rare one gets its own chime, and the music is a single quiet track that plays, goes away for a minute and a half, and comes back. If satisfying unboxing and ASMR blind-box openings are what you came for, that is what the envelope is made of, and headphones are the right way to play it — and there is a mute button in the bar under the game for when they are not.

There is nothing to lose. No lives, no timers, no fail state, no waiting for energy to refill — the free envelope is always there, and a dry streak is capped: go twenty-five openings without a Super rare or better and the next card is guaranteed to be one. Progress is saved on your device, and the collection screen is one long scroll through all three decks, so you can always see what exists and what is still missing.

How to play Open Cities

Open, collect, craft — that is the whole game:

Desktop: Click anywhere on the opening scene to advance it. Space and Enter work too.
Mobile: Tap to open and tap to collect. The whole game is built for one thumb.

Tips for Open Cities

Who made Open Cities?

Open Cities was built by crokocat game studio in 2026: eighty-four illustrated cities across three decks, six rarities, four envelope tiers with genuinely different odds, and a crafting line that turns duplicates into cities you cannot pull from an envelope at all. Every number in it — prices, odds, crafting costs — was tuned against a simulation of thousands of openings.

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About this game

Controls
Tap or click an envelope on the shelf to buy and open it, then tap once more to break the seal. Every item that flies out is collected with another tap. Tap the deck to browse your collection, tap any card to look at it up close, and tap the plus at the end of a deck to craft.
Supported devices
desktop, phone, tablet
Developer
crokocat
Genre
Clicker
Release date
September 2026
Latest update
September 2026

Related categories

casualclickeridlecardscollecting

Frequently asked questions

Is Open Cities free to play?

Yes. Open Cities is free on crokocat with no download and no sign-up — it runs in your browser on desktop, phone and tablet, and the Basic envelope is free and endless.

Is Open Cities like Mystery Dumpling: Unbox ASMR?

The satisfying part is the same: something sealed, a slow reveal, sound made for headphones, and a pull you did not choose. What is different is what comes out and what it is for — an illustrated city card with a rarity, a collection of eighty-four of them across three decks, and duplicates that raise a card's level and forge cities no envelope can give you. Open Cities is a separate game and is not made by or affiliated with the dumpling unboxing apps; it runs in the browser with no download and no sign-up, and the free envelope never runs out.

How many cities are there?

Eighty-four, in three decks: forty-eight Base cities that come out of envelopes, twenty-four Pro cities and twelve Elite cities, both of which are crafted rather than pulled.

What happens when I get a city I already have?

The card's level goes up, and the extra copy becomes crafting material. Copies beyond the first are exactly what Pro and Elite cards are forged from, so a duplicate is never wasted.

How does crafting work?

A Pro city is forged from duplicates of Base cities from the same region — twelve for the cheapest, more for rarer targets. An Elite city needs Pro duplicates plus elite tokens. Your cards never leave the collection: only copies beyond the first are spent.

Why is crafting the same card again more expensive?

Because a repeat costs the base price multiplied by the card's level: twelve, then twenty-four, then thirty-six. Sooner or later the next new city in that region is cheaper than another copy of the one you have, and the collection moves forward on its own.

What does the Lucky tag mean?

That envelope has raised rarity odds. The flag is decided before you tap, so the tag is a real promise, and it stays on that envelope until you open it. Only one envelope carries it at a time.

Why did an envelope give me no city?

The Basic envelope brings a city in three openings out of four. In the fourth there is no card and the currency payout doubles instead. Paid envelopes always give a card.

What are elite tokens for?

They are the second ingredient of every Elite card. They fall only out of Royal envelopes and only sometimes — about a third of them — but in a handful at a time.

Can I run out of things to do?

No. There are no lives, no timers and no energy to refill, and the free envelope is always available. A run of bad luck is capped too: twenty-five openings without a Super rare or better guarantees the next card is one.

Is my collection saved?

Yes, on your device, and it survives closing the tab. Your player level, city count and best find also travel to your crokocat account if you have one.