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Iron Foundry Motors

  • 3d
  • management
  • automotive
  • strategy
  • historical
  • mobile-friendly
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. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Iron Foundry Motors yet. Play it, then tell Liam Schuldes what you would add next.

Make your own game

Iron Foundry Motors was built by Liam Schuldes 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 Iron Foundry Motors 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 Iron Foundry Motors

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 touch-first 3D vehicle-manufacturer management game titled “Iron Foundry Motors.” The player starts in January 1910 with 
5,000 cash, reputation 12, 1 research point, 1 factory, and a utility-truck design, then manages the company month by month through December 1950. The core loop is: configure a prototype using a chassis role and four 0–5 sliders, advance one or six months to sell vehicles and receive net profit/research, buy factories, research a gated technology tree, and improve military contract bids checked every June. Use a Three.js-style showroom scene as the full-screen background: a dark olive/charcoal factory environment with fog, warm cream/brass directional lighting, shadows, and a circular industrial turntable floor marked with brass segments. Put the current procedural prototype vehicle on the turntable, viewed from an elevated three-quarter camera, slowly rotating continuously. The vehicle should visibly change with the date, role, sliders, and researched technology. Use period palettes: dark green/brass/wood for 1910, blue/brass for the 1920s, dark burgundy/brass for the 1930s, blue with pale trim for the 1940s/postwar, and military olive drab for military vehicles. Procedurally model these vehicles from simple boxes, cylinders, wheels, lamps, grilles, body panels, turrets, tracks, and windows. Before 1920, civilian vehicles are brass-era designs with tall thin spoked wheels, a long hood, upright brass radiator, open bench seating, folded canvas roof, hand crank, wood cargo bed, brass lamps, and spare tire. From 1920 to 1934, civilian/utility models have tall flat grilles, squared cabs, black canvas roofs, split windscreens, separate black fenders, running boards, and utility stake beds with wood side boards. From 1935 to 1945, use more streamlined/slanted grilles, rounded cabs, sloped windscreens, and integrated running boards. From 1946 onward, use rounded postwar/ponton forms: bulbous hood, broad chrome horizontal grille bars, body-color fenders, wide windshield and side windows, hubcaps, and smooth pickup bed. Military roles use olive armored bodies; armored cars add a turret and machine gun, while tanks have broad side track/sponson shapes, multiple road wheels, turret, and a cannon. Later-era military models use sloped/cast armor; researched radio adds a visible antenna. Add visible armor strips based on armor slider, and scale the prototype subtly with capacity and armor. The design screen must show the heading “Vehicle designer,” explanatory text that power sells, armor wins contracts, reliability protects reputation, and cargo boosts utility bids, then role cards for: Civilian runabout, Utility truck, Military carrier, Armored car, and Tank. Civilian and utility are initially available; military carrier requires “Military Carrier Program,” armored car requires “Armored Car Doctrine,” and tank requires “Tracked Tank Program.” Locked cards visibly show a lock and prerequisite. Let the player change Engine size, Armor plating, Cargo / seats, and Reliability focus with range sliders from 0 to 5. Armor is disabled until Pressed Steel Frames is researched. Show computed Power, Armor, Capacity, Reliability percentage, Quality, Unit cost, Sale price, and Profit/unit. Implement the exact design tradeoff logic: power starts at 18 plus 13 per engine point, with technology bonuses from Diesel Experiments for non-civilian vehicles, V8 Engine Program for non-military vehicles, and Independent Suspension; subtract armor weight and tank penalty, add reliability contribution. Armor is 14 per armor point, plus steel, armored-car/tank role bonuses, and welded/sloped armor technology bonuses. Capacity is 1 plus 9 per cargo point, with utility bonus and tank penalty. Reliability starts at 58 plus 12 per reliability point, penalized by engine, armor, and tank role, and improved by assembly, hydraulic brakes, suspension, automatic transmission, and welded armor on tanks; clamp it from 5 to 99. Quality combines power, armor, capacity, reliability, and quality technologies and is clamped from 1 to 180. Unit cost rises with engine, armor, cargo, reliability, military/armored-car/tank surcharges. Sale price depends on role base price, quality, cargo, armor, and postwar civilian design bonus. Every month, calculate units sold from factories, role demand, reputation, and quality. Assembly Line gives +40% factory output, Mass Production Tooling +25%, Jet Age Production Planning +15%. Civilian runabout base price/demand are
,200/1.25; utility truck
,700/1.0; military carrier
,400/0.65; armored car $3,100/0.48; tank $5,200/0.32. Add revenue based on sale price minus unit cost with a minimum
00 per unit margin, subtract factory upkeep of $850 per factory, add units to total sales, increase research by 1 each month plus 2 extra every January of an even year, and adjust reputation upward from quality or downward by 2 when reliability is below 45. Advance month/year and stop at 1950 December, pausing with a final legacy review score. Military contracts are evaluated every June. Compute bid strength from quality, armor, capacity, reputation, role bonuses, and bonuses from Field Radio Fit, Armored Turret Ring, Sloped Armor Layout, and High Velocity Gun for tanks. During 1914–1918 and 1939–1945 there is extra military demand/chance. If the design is military, the date is wartime, or radio is researched, roll a contract chance; on a win award a substantial cash bonus and +9 reputation, increment wins, and show a “Military contract won!” toast; on loss subtract 2 reputation, increment losses, and explain that carriers, armored cars, tanks, radios, and armor improve bids. Contract checks happen in June. Include a Research tab with scrollable cards and a gated historical technology tree. Each card shows name, availability year, description, prerequisites, cost in research points, and a disabled/researched state. Include exactly these technologies and effects: Moving Assembly Line (1913, 3 RP, +40% output); Pressed Steel Frames (1915, 4, +12 quality/unlocks armor, requires assembly); Military Carrier Program (1915, 4, unlocks carrier, requires steel); Armored Car Doctrine (1916, 5, unlocks armored car, requires carrier); Diesel Experiments (1918, 5, +18 power for trucks/armor, requires steel); Tracked Tank Program (1918, 7, unlocks tank, requires armored car and diesel); Field Radio Fit (1920, 5, military bid bonus, requires carrier); Armored Turret Ring (1924, 7, armored bid bonus, requires tank and radio); Streamlined Bodywork (1928, 8, +15 civilian appeal, requires diesel); Hydraulic Brakes (1931, 7, +8 reliability, requires aero); V8 Engine Program (1932, 8, +18 civilian/utility power, requires diesel); Independent Suspension (1934, 9, +5 handling power and +8 reliability, requires hydraulic brakes); Unit Body Construction (1935, 10, +15 civilian quality, requires hydraulic brakes and aero); Welded Armor Hulls (1936, 10, +18 armor and tank reliability, requires turret); Mass Production Tooling (1938, 11, +25% output, requires assembly and monocoque); Sloped Armor Layout (1940, 12, +28 armor, requires welded armor); High Velocity Gun (1942, 13, tank contract bonus, requires sloped armor); Automatic Transmission (1946, 14, +10 reliability/postwar appeal, requires V8 and suspension); Postwar Ponton Body (1948, 15, +20 civilian quality, requires monocoque and automatic transmission); Jet Age Production Planning (1950, 16, +15% output/final prestige, requires mass production and postwar design). Include a Company tab showing the latest report, “Next month” and “Advance 6 months” buttons, factory count and an escalating factory purchase cost starting at
4,000 and multiplying by 1.5 for each existing factory, plus a contract office showing bid strength and explaining June checks. Include a Ledger tab showing total vehicles sold, factories, military contracts won/lost, researched tech count, and a legacy score calculated from cash, reputation, contract wins, sales, and researched technology count. The UI should match the attached visual style: a dark translucent industrial glass overlay over the 3D vehicle, warm brass/gold headings and accents, rounded cards, soft shadows, cream text, green-gray secondary buttons, and large 44px-or-more touch targets. Use a top glass status bar with the gold brand title and date badge, subtitle “Design cars, research technology, scale factories, and bid for military contracts from 1910–1950,” and pill stats for Cash, Rep, Research, Factories, and Contracts wins/total. Use a bottom glass dock with four large tabs: Design, Research, Company, Ledger; the active tab is gold while inactive tabs are pale green-gray. On desktop/tablet, show a left scrollable control panel and a right “Showroom notes” panel with era/model notes, contract tips, and prototype stats. On narrow mobile screens hide the right panel, keep a single scrollable lower panel above the dock, and preserve the four-tab dock. Use pointer/touch interactions, slider input, click feedback, and brief toast notifications for locked research, insufficient funds/points, contract outcomes, and reaching 1950.

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