Skip to content

Arcade › Car For Sale Simulator

Car For Sale Simulator

  • 3d
  • first-person
  • simulation
  • management
  • cars
  • dealership
  • low-poly
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aarav Sharma built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Car For Sale Simulator yet. Play it, then tell Aarav Sharma what you would add next.

Make your own game

Car For Sale Simulator was built by Aarav Sharma with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Car For Sale Simulator opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Car For Sale Simulator

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Recreate a browser-based 3D first-person dealership management game titled "Car For Sale Simulator". Use a Three.js-style WebGL presentation with a PerspectiveCamera, soft shadows, ACES-like tone mapping, blue daytime sky/fog, and a stylized low-poly suburban city environment. The player is a small simple capsule-like human avatar in first-person view, with a white crosshair centered on screen. Begin the player near the asphalt dealership lot, facing a showroom. Movement must be WASD, mouse look, Shift sprint, Space jump, E interact, and Escape opens a pause menu. Show a loading/boot card briefly at startup reading "Car For Sale Simulator" and "Preparing the dealership, market inventory and city lot…" with an animated progress bar.

Build the environment as a compact dealership site: a large dark asphalt parking lot, a vertical road on the right and a horizontal front road with repeated yellow lane markings, green surrounding ground, distant simple rectangular city blocks, several large stylized trees, and curved streetlights. Include three adjacent structures: a white/glass-front showroom in the rear-left with a dark roof and roof strip details, a concrete garage/service building beside it, and a dark office building on the right with a window. Place a desk in the office and a counter in the showroom. The look should be clean, modern, low-poly/stylized, with cool blue-gray architecture, warm sunlight, fog, and glass facades.

Place seven colorful vehicles around the showroom/lot. They can use simple low-poly car meshes or suitable car assets, with a metallic colored body, dark windows, four wheels, and recognizable sedan/SUV/sports-car silhouettes. The inventory is:
- Aster Compact, compact, purchase price $7,200, mileage 118,000 mi, condition 58%, performance 42/100, resale $9,800, cyan/blue, located in the showroom row.
- Cobalt Sedan, sedan, 
0,800, 84,000 mi, condition 67%, performance 55/100, resale
4,200, red. - Ridge SUV, SUV,
6,400, 92,000 mi, condition 61%, performance 62/100, resale
0,800, muted green. - Veloce Sports, sports car,
2,000, 58,000 mi, condition 74%, performance 82/100, resale
9,800, gold. - Monarch Luxury, luxury,
8,000, 66,000 mi, condition 78%, performance 76/100, resale $36,000, blue, in a second row. - Terra Off-Road, off-road,
9,500, 103,000 mi, condition 53%, performance 71/100, resale
4,900, orange/brown. - Orion Supercar, supercar, $48,000, 29,000 mi, condition 86%, performance 96/100, resale $65,000, purple. When the player walks within roughly 3.6 world units of a vehicle and presses E, open a right-side glassmorphism inspection card. The card must show the vehicle name, uppercase type and the text "fictional market vehicle", a two-column grid for Price, Mileage, Condition, Performance, Resale, and Status, plus contextual buttons. Start with
5,000 cash, Level 1, 0 owned, and $0 profit. The top HUD is a dark translucent rounded bar across the top, with the title on the left and Cash, Level, Owned, and Profit counters on the right; green-highlight the values. Keep the center crosshair and a bottom instruction pill that normally says "WASD walk · Mouse look · Shift sprint · Space jump · E interact · Esc menu" and changes near a car to "Press E to inspect [name]". For a market vehicle, the inspection card has a green Buy button such as "Buy for $7,200". Buying subtracts the price, adds the car to the owned inventory, increases the customer/transaction counter, and changes its status to OWNED. Every third completed transaction increases the player level by one. For an owned vehicle, show a green Sell button reading "Sell for [current value]", a Test drive button, and a repair bay section with buttons for each still-unrepaired part. Selling adds the current value to cash, adds value minus purchase price to cumulative profit, removes it from owned inventory, increments the transaction counter, and can level up every third transaction. Show brief dark toast notifications for events such as "Vehicle acquired — take it to the repair bay or test drive", "Sold [name] for ...", "Not enough cash", and repairs. Implement the repair system exactly as a management UI: each owned vehicle starts with engine, body, tires, brakes, and paint available for repair. Display buttons labeled with the part and cost. Costs are: Aster engine $950/body $500/tires $380/brakes
80/paint $420; Cobalt $800/$650/$420/$320/$480; Ridge
,100/$820/$560/$430/$620; Veloce
,500/$900/$700/$650/$700; Monarch
,700/
,100/$650/$620/$850; Terra
,200/$960/$860/$450/$560; Orion
,600/
,500/
,000/$900/
,200. A repair deducts cash, marks that part repaired/disabled, adds 90% of its cost to the vehicle's value, and raises condition by 6 up to 100. If cash is insufficient, show "Need more cash for that repair". Allow Test drive only from an owned vehicle's card. Hide the player and the selected display car, place the camera behind/above the car, and show a lower-left translucent TEST DRIVE dashboard with speed in km/h, RPM, a colored RPM bar, an Exit car button, and a Quick repair button. During the drive, WASD/arrow keys accelerate and steer, Space brakes, and E or Exit car ends the drive. The car should accelerate toward a capped speed, turn according to steering and speed, move through the roads/lot with world bounds, and the camera smoothly follows from behind. Display a toast on entering: "Test drive: WASD accelerate/steer · Space brake · E exit". The Quick repair button should visibly respond with a toast that repair is available in the service bay. Add Escape pause behavior: a full-screen dark translucent overlay with a centered card titled "Paused", explanatory text that Esc resumes and progress is saved automatically to localStorage, and buttons Resume, Save now, and Reset save. Persist cash, level, profit, owned vehicles, repair states, and transaction progress in localStorage. Use rounded dark navy panels, thin blue-gray borders, blur/shadow styling, white/light-blue text, green primary buttons, and orange/red reset styling. Make the UI responsive so the inspection card moves to the lower portion on narrow screens. Include click feedback sounds for UI interactions where possible. The finished result should feel like an explorable first-person car dealership combined with a simple buy-repair-sell economic loop, not a menu-only simulator.

More free browser games

Browse the whole Arcade →