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Dayfolk

  • 3d
  • first-person
  • life-sim
  • low-poly
  • sandbox
  • cozy
  • town
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. Luke Rivera built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dayfolk yet. Play it, then tell Luke Rivera what you would add next.

Make your own game

Dayfolk was built by Luke Rivera 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 Dayfolk 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 Dayfolk

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 first-person low-poly life simulator called “Dayfolk.” Use Three.js-style 3D rendering with a simple polygonal suburban town, bright blue sky, soft fog, directional morning/daylight that changes with the in-game clock, shadows, and a clean colorful Kenney-like low-poly aesthetic. The player is an invisible first-person resident: show the camera at about eye height (y 1.62), a small white center aiming dot, and start on the main dark-gray asphalt road near the front of the player’s home, looking down the road across flat green grass. Scatter simple faceted cone trees with brown trunks around the town. The town should have a long north-south main road, a cross street, tan footpaths, a home to the west/southwest, an office/work building to the northeast, a market/shop building to the east, a park/apartment area to the northwest, and another neighbor house to the southeast. Use low-poly suburban building models or equivalent blocky buildings, plus signs labeled HOME, WORK, PARK, and SHOP.

Core goal and loop: let the player balance a day by managing Hunger, Energy, Social, Mood, and Money while exploring and using useful places. Begin on Day 1 at Monday 07:00 with 
0, Hunger 74, Energy 88, Social 55, and Mood 72. Time advances continuously while walking and advances in larger chunks after activities. Hunger, energy, and social slowly decay over time; mood trends toward the average of those stats and drops further when hunger or energy reaches zero. There is no combat or conventional win screen; the playable objective is to live through and balance the routine of the day, earn money, eat, rest, socialize, and improve mood. Movement and camera controls: on desktop, click the canvas to lock the mouse and look around; use WASD or arrow keys to move; use Shift to jog faster; use E or Space to interact. Movement is first-person, with collision against the home walls and town buildings and a walkable bounds area. Jogging consumes time faster, and very low energy slows the player. On touch devices, display a translucent left virtual joystick for movement, allow dragging on the right side of the screen to look, and show a large gold circular DO button at bottom right for interaction. Keep the camera and HUD responsive. HUD: place dark translucent rounded pills at the upper left showing the current weekday and time, money, and the four stats, e.g. “Mon 07:00”, “
0”, and “Hunger 74 · Energy 88 · Social 55 · Mood 72.” At the upper right show the compact instruction “Click to look around · WASD move · E interact · Shift jog” on desktop. When the player is near an interaction, show a centered dark prompt near the bottom such as “E / DO: Cook in the kitchen (-
, +Hunger, +Mood).” Show short dark toast notifications in a lower-left log with a yellow accent when actions complete. On touch layouts move the prompt/log upward to avoid the joystick and DO button. Build the player’s home as a genuinely enterable expanded house with exterior walls, a roof, open front door, windows, and interior room dividers with open bedroom and bathroom doors. Use warm interior lights and a warm cream floor, plus a tiled pale-blue bathroom floor and a blue living-room rug. Furnish it with a bedroom bed, kitchen fridge, study table and chair, living-room sofa, television cabinet, open bookcase, floor lamp, bathroom shower, toilet, and sink cabinet; place a small apple visibly on the study table, but do not make up an apple-picking system. Put these proximity interactions in the matching areas: in the bedroom, “Sleep in the bedroom (+Energy, -Hunger)” restores 46 energy up to 100, reduces hunger by 13, resets the clock to 07:00, advances to the next day, moves the player back into the home, and announces the new day. At the fridge, “Cook in the kitchen (-
, +Hunger, +Mood)” costs if affordable, adds 32 hunger and 7 mood, and takes 18 minutes; if money is below , display that groceries are needed. At the study nook, “Plan your day at the study nook (+Mood)” adds 9 mood, costs 3 energy, and takes 12 minutes. At the sofa, “Relax on the sofa (+Mood, +Energy)” adds 12 mood and 8 energy, lowers social by 2, and takes 35 minutes. At the bookcase, “Read a book (+Mood, -Energy)” adds 10 mood, costs 5 energy, and takes 28 minutes. In the bathroom shower, “Take a shower (+Mood, +Energy)” adds 9 mood and 6 energy and takes 20 minutes. Populate the town with two animated low-poly humanoid NPC neighbors who idle with simple animation and turn toward the player nearby. Place Sam near the home/road and Mira near the northwest area. At Sam, show “Talk with Sam (+Social)”; at Mira, show “Chat with Mira (+Social, +Mood).” Either conversation adds 18 social and 8 mood, costs 2 energy, and takes 22 minutes, with different friendly toast text for each. Outside at the office/work building, add “Work a shift (+
6, -Energy, -Hunger)”: if energy is at least 18 and hunger at least 12, award
6, subtract 22 energy and 18 hunger, reduce mood by 4, and take 120 minutes; otherwise say the player is too drained or hungry. At the eastern market/shop, add “Buy groceries (-$8, +Hunger later)”: if the player has at least $8, subtract $8, add 18 hunger and 3 mood, and take 26 minutes; otherwise report that $8 is needed. At the park, add “Take a walk (+Mood, +Social, -Energy)”: add 14 mood and 7 social, subtract 8 energy, and take 42 minutes. Interactions should be proximity-based, with a short cooldown, and if the player presses interact away from any usable object, show “Move close to something useful first.” Use simple collision volumes for house/building walls while keeping the open road, grass, paths, and park traversable. Include slow day/night color and light variation tied to the clock, with the bright clear sky and green grass visible from the initial road view. Keep the visual presentation uncluttered and friendly: no weapons, enemies, vehicles, inventory, quests, dialogue trees, or invented progression systems; the emphasis is walking around the small town and choosing everyday actions to keep the five stats and money in balance.

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