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Arcade › EARTH LIFE
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Marius Leitner built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about EARTH LIFE yet. Play it, then tell Marius Leitner what you would add next.
EARTH LIFE was built by Marius Leitner 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 EARTH 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.
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 “EARTH LIFE” as a German-language, browser-based 3D life-simulation prototype set in Vienna, Austria, specifically the Favoriten starting area. Use a third-person camera following a simple stylized human avatar: a small capsule-shaped blue body with a spherical skin-colored head, walking around a compact low-poly city slice. The camera should be smooth and positioned several meters behind the player. Build the environment on a large muted green ground plane with a gray road grid: a north/south road and an east/west road crossing at the center, pale sidewalks along the long road, and a blue canal/water channel to the east. Place a few blocky commercial/residential/cafe buildings around the streets and a yellow taxi near the player’s initial location. Use soft directional sunlight, cool ambient fill, shadows, atmospheric fog, and a blue-gray sky/background for a clean stylized prototype look. Start on a polished full-screen main menu over the 3D scene. The menu is a dark translucent left-side gradient panel, while the city is visible on the right. Show the cyan uppercase eyebrow “WIEN · ÖSTERREICH · 06:40”, the large title “EARTH LIFE”, and the slogan/description “LEBE DEINE WELT. Eine spielbare Lebenssimulation als Wien-Prototyp — mit Bewegung, Geld, Job, Fahrzeug, Wetter und persistenter Welt.” Include German menu buttons in a two-column layout: “NEUES SPIEL” as a wide gold highlighted primary button, plus “WEITERSPIELEN”, “CHARAKTERERSTELLUNG”, “WELTKARTE”, “MULTIPLAYER”, “EINSTELLUNGEN”, “CREDITS”, and “SPIEL BEENDEN”. Use a modern dark navy interface with cyan accents, gold highlights, rounded bordered buttons, Inter-like body text and a large geometric display font for the title. When “NEUES SPIEL” is chosen, initialize the player as Alex Muster, age 28, with €5,000, 100% health, 100% energy, 100% hunger, job “Arbeitsuchend”, clear weather, time 06:40, and player position near the taxi. Hide the menu and show the gameplay HUD. Persist the game state locally in the browser and restore it with “WEITERSPIELEN”; save position and state periodically and when relevant actions occur. Character creation must allow editing first name, surname, and age, show an outfit selector with Freizeitkleidung, Businesskleidung, Sportkleidung, and Arbeitskleidung, and save the identity locally. The outfit selector can be present as UI, but the prototype’s visible avatar remains the simple blue capsule character. During play, display a translucent dark HUD across the top. On the left show GELD, GESUNDHEIT, ENERGIE, HUNGER, and BERUF with live values; on the right show the in-game clock, weather and temperature, and “Wien, Favoriten”. Time advances continuously, hunger gradually decreases, and energy decreases more slowly while idle and faster while moving. Around 07:00, weather may switch between “Klar” and “Regen”; display clear weather as “Klar · 18°C” and rain as “Regen · 14°C”. The HUD should also show a centered contextual interaction pill near the bottom when appropriate and a bottom hint reading “WASD bewegen · SHIFT sprinten · SPACE springen · E interagieren · F Fahrzeug · TAB Inventar · M Karte · J Job · ESC Pause”. Provide quick buttons for inventory, map, and phone. Movement must support WASD locomotion, Shift sprinting, Space jumping, and third-person camera controls. Near the taxi, pressing E should show/use the prompt “E · Taxi fahren / Taxifahrer starten”; accepting it sets the player to being in the car and changes the job to “Taxifahrer”. Pressing F near the taxi toggles entering/leaving it; when in the car, show “F · Taxi verlassen”. This prototype only needs the taxi state toggle and job update, not a separate driving system. The player can move through the scene as the capsule avatar. Implement the interactive German overlays: TAB opens “Inventar” listing documents (Ausweis, Bankkarte), starting equipment (Smartphone, Hausschlüssel), and current money. M opens “Weltkarte · Wien” with a stylized dark map, streets/water-like shapes, and a glowing gold current-sector dot; explain that the starting area is Wien-Favoriten and the world map is prepared for more city chunks. The phone opens “Smartphone” with Contacts, Bank, Berufe, Karte, Fahrzeugverwaltung, and Einstellungen, plus buttons for Bank and Berufe. Bank displays the current giro account. Berufe & Karriere offers “Taxifahrer · €85/Tag”, “Büroangestellter · €110/Tag”, and “Später”; selecting one updates the HUD job and persists it. ESC opens a pause dialog with continue and save. Include character creation, settings (camera shake checkbox and high contrast checkbox), credits, multiplayer placeholder, and quit placeholder as modal dialogs; multiplayer should explicitly explain that online multiplayer is prepared but not connected, and quit should explain that browser games cannot safely close the tab and the save has been stored. Make all modal panels centered, dark, rounded, softly shadowed, with muted light text, gold/cyan accents, and clear action buttons. Support touch-sized mobile controls with a translucent virtual joystick at lower left and buttons for SPRUNG, E, INV, and KARTE at lower right. Maintain the restrained cinematic visual style: cool blue-gray sky, dark navy UI, low-poly city geometry, gold primary actions, subtle glass-like HUD panels, fog, and no combat or conventional score system.