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Fork

  • 3d
  • simulation
  • life-sim
  • business
  • isometric
  • autonomous
  • city-builder
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Omar Lima built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Fork yet. Play it, then tell Omar Lima what you would add next.

Make your own game

Fork was built by Omar Lima 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 Fork 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 Fork

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 browser-based 3D life-and-business simulation titled "Fork". Use Three.js with an orthographic isometric-style camera: the camera looks down from a diagonal offset, with a soft, stylized low-poly city viewed from above. Render a large green ground plane under a compact city grid, with pale blue sky/fog, directional sunlight, soft shadows, and lighting that changes with the simulated hour. Build the city from modular low-poly assets: two parallel roads crossing two perpendicular roads, junction pieces, street lamps, parked/colorful cars, and assorted blocky buildings. Include several open-roof interior locations placed around the city so their furniture is visible from above: Ray's APARTMENT in the northwest, an OFFICE in the northeast, a COFFEE SHOP in the southwest, a JOB SITE in the southeast, a STAGING YARD to the south, and a second APARTMENT farther west for Marisol. Furnish them with recognizable low-poly beds, couches, desks and desk chairs, rugs, lamps, tables, chairs, stools, and cabinets. Add around ten generic human NPCs that wander around the central city area.

The core game is an autonomous two-person life/business simulation rather than direct character control. Start at day 1, 06:00 and advance the clock automatically. The two protagonists are Ray Calder (38, RoofGenius) and Marisol Vance (35, Restora Collective), each represented by a human 3D character with idle, walking, running, and interaction animations. Ray starts in his apartment and works at the office; Marisol starts in her separate apartment and works at the staging yard. Each has business and personal state: cash, monthly recurring revenue (MRR), customers, energy, stress, health, happiness, knowledge, reputation, social need, ambition, and a memory log. Display their current activity and location as they autonomously choose actions based on their needs, ambition, finances, business condition, time of day, and some randomness.

Implement the actual autonomous action loop. At each simulated hour, each protagonist chooses among sleeping at home in the bed, working at their workplace desk, meeting a prospect at the coffee shop, going out in the field/job site, decompressing on a home couch, seeing people at the coffee shop, studying at the home desk, interviewing/hiring at work, buying ads at work, or rewriting pricing at work. Actions modify the character and business stats: sleep restores energy and health and reduces stress; work earns money based on MRR while increasing quality, knowledge, energy drain, and stress; sales can gain customers; field work increases quality, knowledge, and reputation; rest improves happiness/energy and lowers stress; socializing costs money but improves happiness/social state; study increases knowledge; hiring costs money and adds a team member; ads cost money and add a random number of customers; pricing raises the price but loses a fraction of customers and increases stress. Clamp personal stats to sensible 0-100 ranges. At each new day, apply customer churn, recompute MRR from customers times price, deduct team and daily operating costs, decay quality, penalize health at high stress, and record when a character runs out of cash. If the protagonists reach the same non-home location, sometimes log that they crossed paths and add it to their memories.

When a character changes locations, have them walk to the edge of the central road grid, visibly switch to a small car, drive along a simple Manhattan-style route around the perimeter/roads, then become visible again and walk to the destination. Keep the camera following the selected protagonist with smooth interpolation. Zoom in while following a person, zoom farther out during car travel, and offer a full-city view. Include three camera buttons in the top HUD: RAY, MARISOL, and CITY; clicking a protagonist in the world should also select/follow that character. The CITY view should center on the city and show the whole layout.

Use a dark, minimal monospace HUD over the bright isometric world. Across the top, show SIM DATE, DAY, and TIME, plus the camera buttons. On the upper right, show the selected character's name, role/business subtitle, CASH, MRR, CUSTOMERS, ENERGY, and STRESS. On the lower left, show the current location and activity, such as "OFFICE · working". On the lower right, show a compact scrolling event log with timestamped events like crossing paths, actions, and running out of cash. Along the bottom, provide a pause/play button, simulation speed buttons 1x, 5x, and 20x, and a text input with the placeholder asking the player to tell them what to do, followed by an INJECT button. The input is a lightweight directive system: parse keywords from typed instructions and bias the selected character's future autonomous decisions toward rest/sleep, working/grinding, field work, coffee meetings/socializing, pricing, hiring, ads/marketing, or studying; record a readable confirmation in the log. If the text has no recognized directive, log that the character did not act on it. Preserve the restrained UI palette: near-black translucent panels, thin dark borders, muted gray labels, pale text, and teal accents for active controls and important values. Begin with a centered near-black loading screen reading "building the world…", then hide it once assets and characters are ready.

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