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Free Roads

  • 3d
  • driving
  • life-sim
  • open-world
  • low-poly
  • arcade
0
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20 plays

How to play

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

Discussion

Nobody has said anything about Free Roads yet. Play it, then tell Elaina Delgado what you would add next.

Make your own game

Free Roads was built by Elaina Delgado 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 Free Roads 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 Free Roads

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 single-player 3D low-poly open-road driving life-sim called “Free Roads.” Use a third-person chase camera that follows a compact orange/red sedan from behind and slightly above, with smooth camera lag and a forward view over a small suburban city district. The visual style is bright, clean, simplified low-poly/asset-kit geometry: blue or region-colored sky with fog, green ground in the starting region, modular dark-gray roads laid out as a grid and broad highway strips around the district, suburban low-rise buildings, stylized large trees, and simple colored roadside banner/sign props. Use soft directional sunlight and shadows. The player car begins near the center of the starting city, facing into the road network, and can drive freely within a roughly 54-unit square boundary; clamp the car at the boundary and bounce/reduce speed if it reaches the edge. Driving uses simple arcade physics: forward acceleration with W/Up, reverse with S/Down, steering with A/Left and D/Right, Space for braking, and R to reset the car to the starting area. The car can travel forward or backward, turns based on speed, displays speed in mph, and has no weapons, police, or wanted escalation.

Build the starting region as “California Freeway,” with a light blue sky, green ground, dark road grid, suburban buildings, trees, and yellow/orange accent signs. Provide five looping regions, each with its own sky, ground, and accent color: California Freeway, Nevada Desert, Alpine State, Coastal Country, and Sakura City. Place three large glowing travel gates at the north, east, and south outskirts. Each gate is a simple arch made from two vertical posts and a top beam, with an emissive accent color, and is usable when the player is within about 6 units and presses E. Gates lead to the next region, a region two steps ahead, or the previous region respectively; on travel, reset the sedan near the new region’s center, stop it, and show a message naming the destination. Track visited regions internally, but do not add a separate visible map or achievement screen.

Add a green glowing job beacon inside the city, around one side of the road district. When the car is within about 4 units and the player presses E, start a delivery job, choose one of four fixed destinations around the district, display a blue glowing target beacon there, and show a mission message such as “Deliver cargo for $X to the blue marker.” Job pay is randomized from the current region (base $70 plus a region-dependent amount and a random bonus). Press E near the blue target to complete the delivery, add the payout to money, remove the target, rebuild the region markers, and show a completion message. Do not allow a second job while one is active.

Add a green house plot near another part of the district with a yellow glowing beacon. Press E while nearby to build the next of four home stages if the player can afford it. Costs are $80, 
60,
80, and $420. The HUD should show Home: 0/4 initially and update through Home: 4/4. Build the house visibly in stages: stage 1 adds a brown foundation; stage 2 adds cream-colored walls around the foundation; stage 3 adds a red roof; stage 4 adds a garage extension and a blue pool. If the player lacks money, show how much more is needed; once complete, show that the tycoon house is complete. Rebuilding the region must preserve money, home stage, damage, and active job state. Make buildings, trees, and simple roadside sign props damageable. If the moving car hits one at speed above 5, push the car away and reduce its speed, tilt/knock the prop over, increase city damage by
5, and subtract $5 from money, but only count each prop once and throttle repeated hit messages. Show a message like “City damaged — no cops, just a repair bill.” There is explicitly no wanted level or police chase: always display Wanted level: 0. Use a clear responsive HUD over the game. At the top, show rounded dark translucent pill panels for the current region name, money (starting at
20), speed in mph (starting at 0), and Home: 0/4. Below, show a dark translucent mission/instruction panel: initially explain driving anywhere, visiting state/country gates, taking jobs, building the house, and that damage only costs the city money; during a job show the active delivery and payout; always include Damage: $0 (updating as props are hit) and Wanted level: 0. Show nearby interaction text in that panel, such as “Press E: Start delivery job,” “Press E: Build home stage 1 ($80),” or the current gate/target action. Display temporary center-screen dark rounded notification banners for startup, travel, job start/completion, house construction, car reset, insufficient funds, and damage. On desktop show a small bottom help line: “WASD / Arrow keys to drive • Space brake • E near a job, travel gate, or house plot • R resets the car.” On touch/mobile layouts, hide that help line and show translucent rounded controls: left/right steering buttons at bottom-left, and gas/up, brake, reverse/down, and E/use buttons in a two-column pad at bottom-right. Make the buttons large and touch-friendly. Use a polished but simple Three.js-style implementation with a perspective camera, fog, shadows, emissive glowing beacons/gates, and responsive resizing. If external low-poly Kenney-style models are available, use a sedan, modular road intersection, suburban building variants, and a large stylized tree; otherwise use similarly colored primitive fallbacks. Keep the experience focused on driving, deliveries, travel, construction, and collision damage, matching the visible HUD and low-poly suburban presentation.

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