I'm working on Archapolis, a cross between sim city and the sims (and inspired by Dwarf Fortress, Cities Skylines). I'm working on real time traffic / pathfinding currently. My game can handle 100K to 300K agents path finding simultaneously to random destinations.
Game is still very early development, but here's a tech demo video
That's really impressive! I haven't even come close to developing a game since I played with the old school Game Maker back in high school, but pathfinding seems like a very intriguing challenge. You've got a new YouTube sub. :)
What's the tech stack you're using for the game? I'm not really familiar with how games are typically made these days other than that it seems like a lot of people are using Unity.
I'm using C++, SFML (graphics framework), and SQLite (for data storage/saves). Game & engine is developed from the ground up.
A lot of people choose existing engines for their games. I definitely would if I were to go 3D.
With 2D grid based games, it's not too difficult to get an engine up and running. It took me around 6 weeks IIRC (no physics or networking code though) to have basic tile placement functionality and outputting the game world to the screen.
Game is still very early development, but here's a tech demo video
https://www.youtube.com/watch?v=7q0l87hwmkI