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City Action Simulator

  • 3d
  • action
  • sandbox
  • city
  • driving
  • mobile
  • third-person
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How to play

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

Discussion

Nobody has said anything about City Action Simulator yet. Play it, then tell Yusuf Abubakar what you would add next.

Make your own game

City Action Simulator was built by Yusuf Abubakar 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 City Action 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 City Action 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.

Create a mobile-friendly 3D third-person city action sandbox titled “CITY ACTION SIMULATOR.” Use a Three.js-like real-time 3D scene viewed from behind/above the player with a perspective camera, soft shadows, ACES-style cinematic tone mapping, a pale blue sky/background, matching blue fog, and a compact low-poly asset style.

Opening screen: before gameplay, show a full-screen dark blue gradient menu with a centered translucent dark panel, rounded corners, thin light border, and shadow. Display the large white all-caps title “CITY ACTION\nSIMULATOR,” the subtitle “Explore the district, take a car, earn cash and stay ahead of the heat.”, a large yellow rounded “PLAY CITY” button, and the small instruction “Touch joystick to move · drag right side to look.” Clicking/tapping Play hides the menu, starts the game, and shows a toast saying “Explore the city. Your first job is at the shop.”

World: build a square city district on a roughly 120-by-120 ground plane. Use a dark gray-green ground, a grid of broad dark asphalt roads crossing the map at approximately 25-unit intervals, and gray sidewalks/square plots between them. Place simple low-poly block buildings around the road grid, mostly 8-by-8 footprint with varying heights around 3–6 units, in muted blue-gray and brown colors with dark flat roofs. Add about 18 stylized trees distributed around the district: narrow brown trunks and faceted dark green polygonal crowns. Add simple streetlights along roads (thin dark poles with small glowing warm-yellow lamps) and traffic-light poles around the central intersections with glowing red signal heads. Light the scene with a bright warm directional sun plus cool hemisphere ambient light; enable shadows and atmospheric fog so distant city geometry fades into the blue background.

Player and camera: spawn a casual male humanoid character at approximately (0,0,15), rendered from a loaded low-poly animated character asset. Use a third-person camera following/targeting the player at about 6 units distance. The player can move around the district, jump, and sprint. Keyboard-style movement should support WASD, Space for jump, and Shift for sprint; the primary intended interface is touch. The character should cast and receive shadows. Keep the player on the ground except while jumping.

Vehicles and traffic: populate the city with about ten moving vehicles using low-poly sedan, taxi, van, and police-car models. Use varied colors such as blue sedan, yellow taxi, light van, and blue police car. Vehicles travel through the streets and wrap/reposition when they leave the roughly 120-unit district. Police vehicles normally behave like traffic, but when the player’s heat is above 45 they pursue the player; if a pursuing police car comes within about 2.5 units, drain health over time and add a small camera shake. The player may approach a nearby traffic vehicle and press the ACT/interaction control to enter it. While driving, hide the character, attach/follow the player position to the vehicle, and steer and move the vehicle with the joystick; pressing ACT again exits the vehicle beside it and restores the character. Driving quickly raises heat gradually.

Missions and progression: maintain five repeating mission objectives and target coordinates: “Go to the shop” at (18,18), “Drive to the marked location” at (-18,-18), “Escape the police” at (35,0), “Deliver the package” at (0,-35), and “Reach the safe house” at (-35,35). Show the current mission and an objective in the HUD. The player completes the current mission when on foot or in a vehicle within about 5 units of its target, then advance to the next mission cyclically, award 
50 cash, reduce heat by 12, and show a toast “Mission complete +
50.” Do not require a shop interior, package object, or visible target marker unless implementing only the coordinate-based objective text; the actual mechanics are reaching the target location. HUD: overlay a clean mobile HUD without blocking the 3D scene. At top, show three translucent dark panels labeled HEALTH, CASH, and HEAT. Start with health 100, cash $500, and low heat. Health is a numeric value; cash is formatted like “$500”; heat is represented by a badge with LOW, MED, or HIGH, using thresholds 0–34, 35–69, and 70–100. Heat decays slowly when active and is reduced on mission completion. Add a translucent mission panel below the top-left area labeled “CURRENT MISSION,” followed by the mission name and a yellow objective line such as “Reach the marked location 18,18” when walking or “Drive to 18,18” while driving. Touch controls: place a large translucent circular virtual joystick in the lower-left with a smaller draggable center stick. Dragging it moves the character; while driving, vertical joystick position controls forward/reverse speed and horizontal position controls steering. Put four round dark-blue buttons at lower-right: JUMP, RUN, ACT, and a smaller pause button marked “Ⅱ.” RUN acts as a held sprint control; JUMP triggers a jump; ACT enters/exits nearby vehicles, or if no vehicle is nearby increases heat by 8 and shows “Action caused attention.” Dragging on the right half of the screen rotates the camera/look direction. Pause should toggle the dark menu overlay while freezing active gameplay; include the same rounded visual language as the opening interface. Show short centered bottom toast notifications for entering/exiting vehicles and mission results. Use a restrained modern UI palette: deep navy translucent panels, white text, muted blue-gray secondary text, yellow #ffd166 action/objective accents, and red heat badge. Keep the experience as an explorable city action simulator rather than a combat game: the implemented mechanics are walking, jumping, sprinting, vehicle hijacking/entry, driving, police heat pursuit, health loss from police contact, coordinate-based missions, cash rewards, and pause/menu interaction.

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