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Sunrise City

  • 3d
  • urban-exploration
  • sandbox
  • third-person
  • driving
  • 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. Büşra Su HAYDAR built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sunrise City yet. Play it, then tell Büşra Su HAYDAR what you would add next.

Make your own game

Sunrise City was built by Büşra Su HAYDAR 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 Sunrise City 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 Sunrise City

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 third-person urban exploration sandbox titled “Sunrise City · Urban Sandbox.” Use Three.js-style rendering with a perspective camera following a simple blue capsule-shaped player avatar. The player starts on foot near the center of a compact city grid and can freely explore a large flat square city area. Use WASD to move, mouse movement to look around, Shift to sprint, Space to jump, and E to enter or exit a nearby driveable car. When on foot, show the blue capsule character; when driving, hide the character and have the player’s controlled position represent the car, with the car aligned to the player’s facing direction. Press E near the non-traffic taxi to enter it; pressing E again exits at the same position and restores the avatar.

Build the city on a broad light gray ground plane with a six-road grid: a wide horizontal and vertical central intersection, additional horizontal roads near the north and south edges, and additional vertical roads near the east and west edges. Roads should be dark blue-gray, slightly reflective, and laid out over the square city. Add small bright white lane markings along the roads at regular intervals. Fill the blocks with simple low-poly rectangular office buildings in varied muted colors such as pale blue-gray, slate blue, beige, and light gray. Buildings should be roughly 8–16 units tall, cast and receive shadows, and have repeated small blue glass window panels on their visible facades. Include two green park blocks, each with clusters of stylized trees made from brown low-poly trunks and rounded green canopies, plus a pale civic/plaza block. Add several small cyan glowing horizontal neon signs high on building fronts. The setting is a clean daylight city overview with a pale blue sky, atmospheric fog in the distance, soft shadows, and a mix of warm sunlight and cool fill light. Keep the geometry low-poly and readable rather than highly detailed.

Populate the streets with four vehicles: three moving traffic cars (a mix of sedans and taxis) and one stationary driveable taxi. Traffic cars should continuously travel horizontally along the roadway, wrap around when they leave the city bounds, and move at slightly varied speeds/directions. Add four low-poly pedestrian/character models positioned around the park-side blocks; they should gently wander in small looping paths and turn according to their movement direction. The player and vehicles should cast shadows.

Overlay a fixed HUD on top of the 3D view. At the upper left show “SUNRISE CITY · URBAN SANDBOX” in spaced uppercase blue text. At the upper right show the current mode, initially “ON FOOT,” changing to “DRIVING” while in the taxi. At screen center show a tiny outlined circular crosshair. In the lower left show a translucent white rounded help panel with: “WASD move · mouse look · Shift sprint · Space jump · E enter/exit car” and a blue subline reading “Daylight city overview · roads · blocks · park · shops · civic district.” In the lower right show a small translucent square “CITY PLAN” minimap with a pale background, a simple road grid, colored building/park rectangles, and a red dot indicating the central player/city location. Make the layout responsive and keep the HUD non-interactive so mouse and keyboard control the game.

Use collision-aware third-person movement over the ground and roads, gravity and a jump, a movement speed around 5 units per second, sprinting, and a camera that follows at about six units behind the player. The experience should feel like a lightweight open city-block exploration demo rather than a combat or mission game: no weapons, enemies, score, health, inventory, or objectives beyond exploring the blocks and driving the taxi.

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