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MetroLife

  • 3d
  • city-exploration
  • third-person
  • sandbox
  • economy
  • low-poly
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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. Tomer Hochberg built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about MetroLife yet. Play it, then tell Tomer Hochberg what you would add next.

Make your own game

MetroLife was built by Tomer Hochberg 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 MetroLife 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 MetroLife

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 third-person 3D city exploration game titled “MetroLife,” set in a simple New York-inspired city slice. Use a bright low-poly/blocky visual style with a pale blue sky, atmospheric fog, soft shadows, stylized skyscrapers around the outskirts, broad dark asphalt roads with short yellow lane markings, light gray sidewalks, and green grass plots. The camera should follow the player from behind at about 8 units away with a perspective view, and the player should be a simple blocky avatar: spherical tan head, blue rectangular torso, and red rectangular legs.

Build the world on a large bounded grassy ground plane with a cross-shaped downtown road layout: a wide north-south road and east-west road crossing at the center, narrower parallel roads to the left and right, and sidewalks alongside the main roads. Place tall stylized skyscraper props around the city edges. Add four clearly colored, simple block storefronts/points of interest near downtown: a brown FURNITURE shop at approximately (-16,-15), a purple CLOTHING shop at (16,-15), a magenta CASINO at (-16,15), and a green HUNTING shop at (16,15). Each storefront has a white sign strip and a small bright blue storefront/window detail. To the east, beyond the downtown streets, create a distinct square Hunting Forest zone on grass, with about fourteen simple low-poly trees made from brown rectangular trunks and dark green cone crowns. The zone begins when the player moves past the eastern boundary around x=32.

The player can move with WASD or arrow keys, jump with Space, and run while holding Shift. Use third-person movement with gravity and jumping. Spawn three animated blocky pedestrian NPCs around the downtown streets and two yellow taxis on the main north-south road. The taxis should continuously travel up and down the road in opposing phases, while pedestrians play a looping walk animation. Use directional sunlight, hemisphere lighting, shadows, fog, and a day/night cycle: start at 08:00, advance the displayed in-game time continuously through a 12-hour range, and make the sky, fog, sunlight, and ambient lighting darker during night hours (after 18:00 or before 06:00).

Implement the economy and HUD exactly as a lightweight local prototype. Start the player with a 
00,000 balance, no owned car, and an empty inventory. The upper-left translucent dark glass HUD panel should be titled “METROLIFE,” show “New York-inspired city slice · local demo,” Balance, Zone, and Day/time, plus buttons “Buy taxi ·
00k” and “Casino.” Buying the taxi costs
00,000, adds “taxi” to inventory, marks the taxi as owned, and reports that a taxi was added to the garage; prevent buying again and report “You already own a taxi.” If the player lacks funds, report “Not enough cash.” The Casino button requires at least $500; deduct $500, then randomly win or lose, with a win adding
,500 back (a net
,000 profit) and reporting “Casino win: +
,000 profit,” or otherwise report “Casino loss: -$500.” Keep the balance display formatted as US dollars. Track the current zone and show entry notifications in a scrolling feed. The default zone is Downtown. When near the four storefront coordinates, label the zone Furniture Shop, Clothing Shop, Casino, or Hunting Shop; when x>32, label it Hunting Forest. On entering the forest, display that a hunting rifle is rented and that animals would award
,000 in the full server version, but do not add actual animal hunting mechanics. Preserve the prototype’s forest buffer behavior: if any temporary forest cash were present, cash it out when leaving the forest, although no active animal reward needs to be implemented. Entering other zones should produce an “Entered [zone].” notification. At the lower left, show another translucent panel with the instructions “WASD / arrows move · Space jump · Shift run,” the hint “Walk to blue storefronts, the forest gate, and the casino,” and the scrolling notification feed. At the lower right, add a rounded dark smartphone button with a blue outline and a phone emoji/icon. Clicking it opens a dark translucent Smartphone modal. Provide four app buttons: World Map, Wardrobe, Social, and Friends, plus Close. World Map displays “World Map,” “Downtown · Forest · Casino · Shops,” and “Map pins are local in this prototype.” Wardrobe displays “Equipped: Blue shirt + red pants” and a “Buy streetwear ·
,000” button; purchasing it deducts
,000, adds “streetwear” to inventory, and reports “Wardrobe updated.” Social displays a text input and Send button; sending adds “You: [message]” to the notification feed and clears the input. Friends displays a username search field and “Pending requests: 0.” Keep the interface responsive and layered over the WebGL scene, with rounded panels, blue/green/gold accent colors, white text, and a dark navy glassmorphism treatment. The experience is an explorable local city/economy prototype rather than a combat game: there are no weapons, active animal entities, missions, or complex shop interiors beyond the visible storefronts and the listed UI/economy interactions.

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