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City Sandbox

  • 3d
  • driving
  • sandbox
  • police
  • open-world
  • low-poly
0
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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. Isaiah Mendoza built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about City Sandbox yet. Play it, then tell Isaiah Mendoza what you would add next.

Make your own game

City Sandbox was built by Isaiah Mendoza 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 Sandbox 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 Sandbox

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 playable low-poly realistic 3D city driving sandbox called City Sandbox, viewed from a third-person chase camera behind and above the player car. Build a compact downtown grid on a square grass base under a dark blue-to-light gradient sky with fog: four horizontal and four vertical dark asphalt roads form intersections, with repeated yellow lane dashes, curbs, white crosswalks, marked parking bays, traffic signals, curved double street lamps with warm point-light glows, roadside trees, and many low-poly commercial apartment/building models around the blocks. Include a blue police station on the east side with a POLICE sign, garage, report marker ring, police parking markings, cones, floodlights, flag, and a parked interceptor.

The player starts in a civilian dark gray Free Roam Sedan at the center of the city. The car drives with WASD or arrow keys: throttle/reverse, steering, friction, and different vehicle handling/top-speed stats. Also support a mobile virtual joystick plus on-screen Brake, Siren, Interact, Cars, Dash, Backup, and Sandbox controls. Keep the city bounded at roughly 41 units from center and slow the vehicle when it leaves asphalt. Use textured asphalt and grass, shadows, fog, and detailed low-poly Kenney-style commercial and vehicle assets. Police vehicles should visibly have white/blue or dark undercover liveries, push bars, blue/red roof light bars, hood/trunk panels, POLICE or UNIT 12 labels, roof unit numbers, license plates, badge decals, mirrors, antennae, and a spotlight.

The default mode is Realistic Sandbox/free roam. In this mode there are no reputation penalties or game over, the HUD says FREE ROAM, the player can cruise through traffic, and five green rotating waypoint rings appear at fixed city locations. The active ring is brighter; driving into it collects it, adds 125 score, advances to the next ring, and shows a brief prompt. Civilian traffic consists of six small colored cars following a loop of city waypoints; they appear on the minimap and slow when the player’s siren is nearby. The minimap/radar shows roads, player, station, suspect, traffic, backup, and the current green target.

Also implement the optional patrol mode by toggling Sandbox/Realism with X or the Sandbox button. Patrol mode has a moving purple SUSPECT vehicle that follows the road waypoint loop and tries to flee. The player must toggle the siren with Space or the Siren button and stay within about 7.5 units to build a stop meter; after enough pressure the suspect stops. Then approach within about 4.2 units and press E or Interact to issue a ticket, increasing tickets and score and spawning a new suspect call. Interacting too close without siren gives a reputation penalty and warning. In patrol mode, collisions with civilian traffic, driving off-road, hitting the suspect, and being far from the suspect gradually reduce reputation and raise a 0–5 heat-star meter; reaching zero ends the patrol. A Dispatch panel describes the current call and objective, while the HUD shows Score, Rep, Tickets, siren state/mode, dispatch call number, and heat stars (or FREE ROAM in sandbox).

The siren cycles through Off, Wail, Yelp, Hi-Lo, Phaser, and Rumbler modes on repeated Space/button presses. Flash the light bar red and blue with mode-specific rates and generate distinct two-oscillator siren patterns; initialize radio audio after the first key/touch using short radio chirps/noise and browser speech synthesis. Show a bottom radio panel with speaker, current dispatch message, and a short transcript history. Include dispatch messages for starting patrol, siren changes, stopped suspect, warnings, tickets, backup, station reports, and periodic scanner chatter.

Add a car selection menu opened by Cars or C. It can be used at any time to select Cruiser, faster Interceptor, Patrol SUV, Undercover, or civilian Free Roam Sedan, each with distinct low-poly model/livery and handling stats. Switching cars preserves the player position and reduces current speed; civilian mode removes the light bar and disables the siren. Near the east police station, pressing E while not in an Interceptor assigns the faster Interceptor, awards score/reputation, and otherwise pressing E in an Interceptor files a report, awards score, restores reputation, and turns off the siren. Add a Dash camera toggle with V or Dash: hide the player car, move the camera to a low forward-facing in-car position, widen the FOV, and show a subtle center reticle; toggling back restores the chase view. Add Backup with B or the Backup button: an AI police SUV appears and chases the suspect for about 28 seconds, flashing lights, adding stop pressure and modestly helping reputation; it has a cooldown of about 38 seconds and can revive a failed zero-reputation patrol to 25 reputation once/when requested. The backup can clear the scene when its timer ends or after the stopped suspect is resolved.

Show an initial start overlay/button that starts Realistic Sandbox, hides the overlay, enables waypoint rings, and begins driving/audio systems. Use responsive HUD styling for desktop and mobile. Expose getGameState and setGameState hooks for live inspection/tweaking, including started/gameOver, score/tickets/reputation/call number, heat, sandbox progress, traffic count, dispatch history/audio state, camera mode, station/report state, backup state, player car/position/speed/siren, and suspect state. Do not add weapons or violence; the gameplay is nonviolent patrol, traffic, ticketing, free roaming, and checkpoint collection.

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