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Arcade › Chi Town Rise
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mike Pitts built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chi Town Rise yet. Play it, then tell Mike Pitts what you would add next.
Chi Town Rise was built by Mike Pitts 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 Chi Town Rise 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.
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.
Rebuild “Chi Town Rise” as a playable Three.js-style low-poly, Chicago-inspired open-world crime-and-clout sandbox slice set in a compact district at dusk. Use a third-person perspective over a 260 by 260 ground plane, with a blue-gray sky/background and fog extending into the distance. The world should feel like a dense but simple city block: dark asphalt roads form a central cross and several outer roads, with yellow/gold lane stripes, gray sidewalk slabs, dark green ground patches, colorful blocky buildings of varied heights around the road network, flat dark roof caps, and tall street lamps with glowing warm bulbs. Keep the geometry deliberately low-poly and stylized. Create a rough, asymmetrical realistic-ish low-poly human avatar, initially positioned near the central road intersection. The avatar has a boxy black/dark shirt torso, dark pants, brown skin, a slightly irregular spherical head with a small protruding nose, capsule-like arms and legs, and bright white block shoes. Add simple walking animation by swinging the arms and legs while moving, and rotate the avatar toward its movement direction. The player walks freely within world bounds of approximately -115 to 115 on X and Z. Walking speed is about 12, sprint speed adds 7 while Shift/RUN is held. A designer hoodie changes the shirt to dark teal and adds a small speed bonus; designer sneakers turn the shoes gold/yellow and add a larger speed bonus. The central vehicle is a stylized luxury coupe, already owned at the start and parked near the center crossroad around (8, 0). Model it from simple boxes: a dark metallic body, lighter translucent/metallic cabin, hood, four chunky black wheels, and glowing headlights. The player can approach it and press F or the mobile CAR button to enter; entering hides the avatar and makes the coupe controllable. Drive it with the same directional controls at roughly 25 speed, with sprint raising driving speed by 10. Turn the car to face its travel direction and keep it inside the world bounds. Press F/CAR again to exit, placing the avatar just behind the car. Include a police car with a white body and pale blue cabin, red and blue flashing lights, initially far away around (85, 85). Populate the district with clearly readable glowing circular interaction pads and floating billboard-like signs that always face the camera. Each activity pad should pulse subtly vertically and have its own neon color and label. The player interacts only when close to a glowing circle, using E on keyboard or ACT on mobile. The nearest nearby activity should update the mission/action panel with its title and description; pressing interact outside a pad should show a message that the player must stand inside a glowing circle. Include these exact activity zones and outcomes: - STUDIO at approximately (-72, -60), pink/magenta glow: “Record track.” On interaction, add20 cash, 8 fame, and 55 followers, and show a message that the player laid down a track at Lakeshore Studio. - STREAM at approximately (-72, 60), cyan/blue glow: “Go live.” Add $90 cash, 180 followers, and 4 fame, and show a message that the player went live from the streamer loft. - BOUTIQUE at approximately (72, -60), green glow: buy a Designer Hoodie for50 if not already owned. If affordable, subtract the cost, add it to inventory, apply the dark teal shirt and speed bonus, and show a purchase message. If already owned or unaffordable, show the corresponding message. - SNEAKERS at approximately (72, -24), yellow glow: buy Designer Sneakers for90 if not owned. Subtract cash, add them to inventory, make the shoes gold/yellow with a subtle emissive effect, and apply the extra foot speed. Handle already-owned and insufficient-cash messages. - JEWELS at approximately (72, 20), gold/orange glow: buy a Gold Watch for $400 if not owned. Subtract cash and add it to inventory. The watch activates a luxury image bonus: fame gains from career actions are multiplied by 1.25, and follower-producing actions also gain 25 extra followers. Handle already-owned and insufficient-cash messages. - HUSTLE at approximately (72, 60), red glow: “Street hustle run.” Add20 cash and 2 fame, increase police heat by 18 up to 100, and show that it is fast cash with higher risk. - LUXURY AUTO at approximately (0, 96), purple glow: explain that the player starts with a coupe and should walk to it and press F/CAR to drive; this pad does not buy another car. - SAFEHOUSE at approximately (0, -96), cyan glow: reduce heat by 30, never below zero, and show that the player laid low and cooled off. Start the progression state at $350 cash, 0 fame, 120 followers, 0 heat, an owned Starter Coupe, and an empty purchased-item inventory. Display a prominent HUD with cash, fame, followers, heat, current district, mission/action title and text, current message bar, and inventory pill/chip labels. When no item is owned, show Starter Coupe in the inventory. Track four district labels according to player/car location: South Loop in the southwest, Gold Coast in the northeast/southeast north area as defined by the compact map, West Town in the southwest/southern-west area, River North in the northern/eastern area, with Downtown as the fallback around boundaries. Match the visible HUD style: dark translucent rounded panels, high-contrast white text, and accent colors for the stats and action labels. Implement a wanted/police system. Heat gradually decreases at about 1.4 points per second. When heat is above 35 for more than roughly two seconds, the police car actively chases the player or coupe, moving toward the current target at approximately 11 plus a small heat-based speed bonus, with alternating red/blue light intensity. If it reaches within about 7 units, once every three seconds, remove20 (not below zero), reduce heat by 28, and display a police-caught message. When heat is low or the wanted timer has not started, the police car returns toward its starting location and its lights calm down. Do not add pedestrians, traffic, interiors, weapons, combat, minimaps, dialogue trees, or extra missions; this is specifically a compact playable slice. Support keyboard controls WASD or arrow keys for movement, Shift for sprint, E to interact, F to enter/exit the coupe, and C to cycle through three camera modes. Provide mobile touch controls matching the reference: a translucent four-direction D-pad on the lower left, plus RUN, ACT, CAR, and CAM buttons on the lower right. Use a smooth camera that follows the player or car and looks at the avatar/vehicle. The three camera modes should include a high rear/overhead view, a closer behind-the-player travel view, and a side-offset view; cycle them with C/CAM. Keep signs readable by orienting them toward the camera. Use soft shadows, warm directional dusk lighting, cool fill/hemisphere lighting, ambient fog, emissive neon pads and signs, and a polished but intentionally low-poly arcade presentation.More free browser games