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City Stories

  • 3d
  • open-world
  • city-exploration
  • third-person
  • low-poly
  • driving
  • missions
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. MichaelKaiser built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about City Stories yet. Play it, then tell MichaelKaiser what you would add next.

Make your own game

City Stories was built by MichaelKaiser 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 Stories 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 Stories

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 a playable low-poly 3D open-city exploration game titled “CITY STORIES,” set in the “Портовой линии” district. Use a Three.js-style third-person perspective: the camera follows a blocky humanoid avatar from behind at about 7 units away, with a sky-blue background and light atmospheric fog. The world is brightly lit by a warm directional sun plus cool ambient hemispheric light, with soft shadows and an intentionally simple stylized/low-poly look.

World layout: create a roughly 70-by-70 flat city area. The ground is a muted blue-gray, crossed by a regular grid of dark charcoal roads: seven vertical roads and seven horizontal roads, each about 7 units wide, spaced 10 units apart. Add short mustard-yellow lane dashes along the roads. Place square raised pale-gray sidewalks/plazas in the blocks, and populate the outer/block areas with simple dark modern commercial buildings (the reference uses rounded/blocky Kenney-style buildings with pale upper walls, deep navy lower sections, projecting ledges, and inset windows). Add scattered stylized trees made from brown rectangular trunks and faceted green geometric crowns. The visible scene should feel like a clean, sparse urban neighborhood rather than a dense realistic city.

Player: use a blocky humanoid character with a large square head, simple colorful clothing, and an idle animation. The avatar starts around (0, 0, 12), walks/runs over the city, and can jump. Movement is third-person keyboard movement using WASD or the arrow keys; Space jumps; the on-screen hint also advertises Shift as an acceleration key. On mobile, show a four-button directional pad and a gold circular “ПРЫЖОК” button. Keep the character’s low-poly/blocky appearance clearly visible in the camera, matching the supplied screenshot.

Core mission progression: begin with the avatar on foot and an active glowing objective marker at approximately (-12, 0.25, -14), near the city buildings. The marker is a bright gold/yellow short cylinder with an emissive glow and a rotating pale-gold ring. HUD starts at “Задание: 0/3,” status “исследуй город,” and mission text “Найди светящийся маркер у мэрии.” When the player gets within about 2.4 units of the marker, advance to 1/3 and change the Russian objective to “Отлично. Теперь доберись до машины у перекрёстка.” Place one interactable sedan near a road intersection at approximately (4, 0, 8), shown as a simple stylized car. When the player comes within about 3 units of it, advance to 2/3 and show “Нажми E, чтобы сесть в седан. Потом прокатись по кварталу.”

Vehicle interaction: while near the sedan, show a centered cyan rounded button labeled “Сесть в машину”; pressing E or that button enters the car. Hide the on-foot avatar, change status to “за рулём,” and change the button to “Выйти из машины.” While driving, use the camera direction as the car’s forward direction; W/up accelerates forward, S/down reverses, and smoothly damp the car speed toward a maximum of about 14 units per second. Rotate the sedan to face its movement direction, and keep the camera looking toward the car. When the driven car’s absolute X position exceeds 12, finish the route: advance to 3/3 and show “Маршрут выполнен — исследуй город и найди свой следующий путь.” Pressing the exit button should leave the car, reveal the avatar, and place the avatar beside the sedan.

HUD/UI: overlay the game with dark translucent glass-like panels, thin blue borders, rounded corners, and light text. At top left show “CITY STORIES” in cyan uppercase and below it “Открытый город • район Портовой линии.” At top right show the mission count and status. At bottom left show a panel headed “АКТИВНОЕ ЗАДАНИЕ” in gold and the current objective. On desktop, center a bottom hint panel reading “WASD / стрелки — бег · Space — прыжок · Shift — ускорение” and “Подойди к машине и нажми E, чтобы сесть.” On the lower right, show a square minimap with a dark blue background, gray road grid, pale sidewalk blocks, and circular markers: cyan for the player, gold for the mission marker, and red for the sedan. Keep the minimap updating as the player/car moves. On narrow/mobile screens, use the visible touch movement controls, reposition the mission panel above them, and retain the minimap at lower right. Render responsively to the viewport with shadows, tone mapping, and a colorful but subdued blue-gray/yellow palette.

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