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Dream Life

  • 3d
  • life-sim
  • dollhouse
  • sims-like
  • home-design
  • simulation
  • social
  • browser
0
Remix it Discord

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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. max fire built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dream Life yet. Play it, then tell max fire what you would add next.

Make your own game

Dream Life was built by max fire 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 Dream Life 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 Dream Life

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 browser-based 3D life simulation titled “Dream Life,” presented as a soft, readable dollhouse-style suburban home and town. Use an angled top-down/perspective camera with a cutaway house: low walls leave the interior visible, with labeled Bedroom, Living, and Kitchen areas, a bathroom, rugs, counters/island, surrounding grass lot, neighboring suburban houses, trees, fences, and a bright/foggy sky. The visual style should be polished, friendly, and softly rounded rather than blocky: Three.js-like realtime 3D, soft materials, ambient lighting, realtime soft shadows, fog, pastel colors, and human-proportioned animated characters. The playable character is Nova/the active household Sim, represented by a human-proportioned casual character and a green active-Sim plumbob. Include a roommate/other household members inside the home and three named townies—Juno, Priya, and Dex—who wander around the lot/town and can be clicked for social interaction.

Core loop: begin at a main menu with Start Life, Go to Town, How to Play, and Options. Starting a new life opens a household/family creator and world setup flow. Let the player create one or more household members by entering a name and choosing visual preset cards for age group (Teen, Young Adult, Adult, Elder), gender (Woman, Man, Nonbinary), face preset, body preset, outfit preset, one core trait, desired life, and family role. Include skin-tone preset cards and face sliders for Eye Size, Eye Spacing, Nose Bridge, Mouth Width, Jaw, and Cheek Fullness; include body sliders for Height, Build, Shoulders, Waist, and Posture. Show a large preview avatar, household roster, Add a Nova, a premade Nova Folder, and a Start Household/Apply Family button. Store each household member independently and allow switching the active playable Sim later; inactive members remain visible in the home, wander, can be clicked/socialized with, and have separate needs.

The starting lot is an open cutaway home with readable furnishings: double bed in the bedroom, lamps, dining table and chairs, cloud/real lounge sofa, wall TV/media console, fridge, stove, kitchen sink, glass shower, toilet, bathroom sink, and bathtub. Every relevant object is clickable/tappable and selects it, showing its name and available action in the HUD/action panel. The player can move directly with WASD or arrow keys, use mobile directional pads, or click/tap the floor to walk to a point. Clicking an interactable sends the active Sim to it; show a walking/interaction animation when available. Object actions refill needs and may change cash or skills: bed Nap restores Energy; dining table/fridge quick meal or leftovers restore Hunger (with small costs for food); TV Watch restores Fun; shower, toilet, and sinks restore Hygiene or Comfort; sofa Relax or Power Nap restores Comfort/Energy; bathtub Take Bath or Bubble Bath restores Hygiene/Comfort; stove Cook Meal or Meal Prep restores Hunger for a small cash cost; kitchen sink Wash Hands or Do Dishes restores Hygiene/Comfort; household member/townie Chat restores Social; and a remote-work action earns cash at the cost of Fun/Energy. Include a Decorate action that purchases a random lamp and increases Comfort.

Make six visible needs meters in the HUD: Hunger, Energy, Fun, Social, Hygiene, and Comfort, with numeric values and horizontal gradient bars. Needs decay gradually over time. Track mood, day, actions completed, cash, and daily goals; completing daily goals gives a cash bonus. Show a prominent cash balance and selected-object/status area. Use a dark translucent rounded-panel UI with thin borders, bright mint/cyan gradient fills, white text, compact lower-left household portrait cards, and tabbed panels for Mood, Needs, Job/School, Inventory, and Actions. Portrait cards indicate the active Sim and warn about low needs. The style should match the visible interface: navy/black background panels, rounded corners, understated glow, compact typography, bright green cash, and large readable meters.

Add an Actions panel that can run the selected object action, open Build Mode, work remote, decorate, reset needs, and toggle the camera. Add a Build Mode that displays a visible grid and category filters: All, Build, Comfort, Kitchen, Bathroom, Entertainment, Decor, and Outdoor. The catalog must include Lamp, Chair, Table, Bed, Real Sofa, Media Console/TV, Full Fridge, Stove, Kitchen Sink, Bathroom Sink, Glass Shower, Toilet, Bathtub, Floor, Wall, Door, Window, Roof, Room Kit, House Kit, and Yard Tree, each with a cash price. Tap/click a grid location to place the selected furniture or structural piece, rotate in 90-degree steps, and exit build mode. Include move mode (select an existing built item and tap a new grid cell) and sell mode for placed furniture, floor, wall, roof, room shells, and house shells, returning a 70% refund. Structural pieces snap to the grid and let the player expand/customize the home. Placed furniture becomes interactable with the same kinds of need-restoring actions.

Include a town/world selector with four worlds: Garden Row, Sunset Quay, Metro Edge, and Pine Hollow. Each world has a distinct sky/fog/grass palette, description, and starter cash bonus. Go to Town should show a visual lot map with selectable lots and venues. Each world exposes three named empty lots with size, vibe, and price; selecting and purchasing an empty lot hides the starter home and opens Build Mode on that lot. Provide venue visits that consume any listed cost, affect needs, and award skill XP: cafés/tea houses for Social, gyms/trails for Fitness, libraries/code labs/offices for Logic, markets for Hunger, clubs/malls for Fun/Social, studios for Creativity, and workshops for Handiness. Include the named venue examples and world-specific venue sets represented in the game data.

Add a career panel where the Sim selects a track such as Unemployed, Design, Tech, Culinary, or Social, works shifts, earns pay, gains performance and career-linked skill XP, and can be promoted. Track six skills—Cooking, Creativity, Fitness, Logic, Social, and Handiness—with XP and levels; relevant interactions and venue visits increase them. Include an Inventory panel with Phone, Notebook, and House Keys. Include a Relationships panel for Milo, Juno, Priya, and Dex showing friendship meter/status, romance meter/status, and buttons to call/chat or open Romance dialogue. Social interactions use branching dialogue cards: Friendly Chat branches to Compliment or Hang Out; Ask About Day branches to Offer Help or Share Your Day; Tell Joke branches to Keep Joking or Gossip; Deep Talk branches to Dreams or Fears. When friendship is high enough, offer Romance with Light Flirt, Compliment Appearance, Ask on Casual Date, and statuses such as Crush and Dating. Choices affect Social/Fun needs, friendship, romance, and Social skill XP.

Support save/load through unlimited browser save slots, storing the Sim/household, individual needs, cash, relationships, romance/status, world and lot, venue, career, skills, settings, day/time, and complete Build Mode layout. Options should include Save/Load, audio mute/SFX/music volume, display resolution scale/UI size, a Mods placeholder, and exit to main menu. Add subtle click feedback/toasts for actions and purchases. The finished experience should feel like a compact, original Sims-inspired home life simulator: click objects, keep the six needs healthy, earn and spend cash, improve skills and relationships, customize the cutaway home, visit town, and pursue a desired life while clearly preserving the visible dark rounded HUD and bright need bars.

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