You run the junction.
Riders jump the red, people walk on the road because the footpath is broken, a cow settles into the middle lane and an auto stops wherever it likes. Pick one of the city's notorious junctions, watch the chaos play out, then fix it: signal timing, the right number of constables in the right places, diversions. Then go live for the 12 worst minutes of the peak.
Fan-made game. Not affiliated with Bengaluru Traffic Police or any agency. Junctions, roads and landmarks are real. Traffic volumes are game estimates scaled for play, informed by published reports on these junctions (2025–26). Every vehicle, pedestrian and cow is simulated individually. Made by Slogoi.
Leaderboard
Career score is the sum of your best run at each junction. Your best is saved after every run.
How it works
Every vehicle, rider, pedestrian and cow is simulated on its own, ten times a second. Nobody follows a script: queues, gridlock and near-misses come from how they behave. You set the conditions.
Lite mode
- Tap a road, or press its number key, to switch its light. Green turns amber, then red.
- Vehicles from crossing roads that meet in the junction crash. Opposite roads can share a green, but right-turners cut across oncoming traffic. Front vehicles blink their indicator when they're about to turn.
- A ring around the front vehicle shows its patience. When it runs out they honk, then jump the red.
- Three lives. A crash, or a road backing up off the map, costs one.
- Tap cows and stopped autos to move them. Blow the whistle (W) to buy everyone 7 seconds.
- +1 per vehicle, +3 per bus, +25 per ambulance, plus a streak bonus.
What people do
- Two-wheelers are about two in three vehicles, and they put themselves first. They weave to whichever gap has the most room, go on amber, jump the red, creep through when they spot a gap, nose into the box and make cars wait for them, and hop onto the footpath to skip the queue.
- Vehicles stop past the line, on the zebra, sometimes inside the box.
- Drivers pick the wrong lane and cut across at the junction.
- Delivery riders come the wrong way down the kerb lane.
- Autos stop wherever a passenger waves: mid-lane, right at the stop line, or just past the junction where they block the exit. Near an auto stand it happens all the time.
- Buses stop wherever people are waiting, in whatever lane they happen to be in, and passengers run across moving traffic to board.
- Pedestrians wait a little, then cross through traffic, often from the middle of the road. Where the footpath is broken they walk on the carriageway.
- Cows wander in, stand around, sometimes sit down.
- Inside the box, whoever got in first goes first. Red-light jumpers have to yield, and they still block everyone.
Constables
- Junction box: runs the signal by hand. Cuts an empty green short, stretches a long queue's green, and stops people entering when the exit is blocked, including autos stopping in the junction mouth. A 4-way junction needs 2. A third and fourth wave over each other and every phase starts late.
- Stop line: stops red-jumping and footpath riding, keeps vehicles behind the line and in the right lane, and holds pedestrians for a safe moment. One per road. Two at the same line hold traffic for each other.
- Upstream: catches wrong-way riders, moves parked vehicles and loitering autos away from the junction, shoos cattle and stops mid-road crossing. One is enough. Two start a helmet-check drive and block the kerb lane.
- Each constable costs 30 points, because they were pulled off other beats.
Points
- Delay cut vs the old timing with nobody on duty: 40 points per 1%.
- Box free of gridlock: +300. Otherwise −2 per second locked.
- Red-light jumpers: −3 each, up to −500.
- Riders on the footpath: −2 each, up to −300.
- 3 or fewer pedestrian near-misses: +250. Otherwise −15 each.
- Ambulance through in 60 s: +400. In 120 s: +150. Longer: −300.
- Gut call on average wait within 15%: +300. Within 35%: +120.
- Total × the junction's difficulty (×1.0 to ×1.6).
Stars
- 1 star: cut delay by 12% or more
- 2 stars: cut delay by 30% or more
- 3 stars: cut delay by 50% or more
Delay is every second a vehicle spends below a comfortable city speed, plus time waiting to even reach the junction, plus detours for diverted traffic.