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Money Printer Idle

  • 3d
  • idle
  • incremental
  • factory
  • simulator
  • arcade
0
Remix it Discord

4 plays ·added August 18, 2026

About Money Printer Idle

Follow for more and please play my game

How to play

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

Discussion

Nobody has said anything about Money Printer Idle yet. Play it, then tell Owoiya Emmanuel what you would add next.

Make your own game

Money Printer Idle was built by Owoiya Emmanuel 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 Money Printer Idle 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 Money Printer Idle

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 playable 3D browser idle/incremental game titled “Money Printer Idle.” Include the author blurb “Follow for more and please play my game.” The game takes place inside a dark industrial bank-vault/factory room viewed from an elevated three-quarter perspective. Use a Three.js-like low-poly/asset-based visual style: a large tiled dark green-black floor with visible grid seams, dim fog, vault walls, ceiling, safety-deposit-box shapes along the back wall, warm overhead lighting, green accent lighting, and metallic gray factory machinery. The initial scene has three large industrial money-printing machines arranged in a horizontal row, a long print bed and rotating roller, two conveyor sections behind/near them, and four gold money/coin stacks on the floor. Include a small suited player avatar in the room, an animated worker walking back and forth, and a dark thief character plus a stationary security guard near the rear. The camera should support orbit/inspection controls with damping, while the player avatar can move around the bounded room using WASD or arrow keys; movement is secondary to the idle-game interface.

Core loop: the printers generate money automatically over time. Start with state equivalent to about 
8, production 0.4 per second, click value $3, multiplier 1.0, one unlocked floor, and all upgrade levels at zero. Display money as a rounded whole-dollar amount with K/M/B abbreviations for larger values. Clicking/tapping the 3D canvas triggers a print and adds the click value; pressing Space does the same. Each print should briefly glow the selected printer, create a bright green flash, play a short click/pop sound, and emit flying bill-like particles that arc upward and fade. Passive production should continue every frame, modified by production multiplier and game speed. Money piles should subtly grow as money increases. Double-clicking the money display grants a bonus based on current money and emits a larger burst of particles. Build a fixed HUD over the 3D view. At the top center show a rounded dark/green bordered money panel with a large dollar amount and a smaller production-rate line beneath it, such as “+0.4 / sec”; show the game title “MONEY PRINTER IDLE” in small green text at upper right. Along the bottom, show a rounded dark green upgrade panel with a responsive grid of purchase buttons. The upgrades are repeatable and their costs increase by multiplying the base cost by 1.25 per level. Include: “Faster Rollers” (+0.6/sec, base cost $650), “Premium Paper” (x1.4 multiplier, base cost
,800), “Bulk Ink” (+1.8/sec, base cost $7,200), “Hire Assistant” (+4.5/sec, base cost
6,500), and “Upgrade Printer” (larger press and +6 production, base cost
1,000). Buying the printer upgrade should enlarge/recolor the printers and expand associated machinery, and increase click value by 4. Buttons should show name, effect, current cost, and appear disabled/low-opacity when unaffordable. Add a floor navigation strip below the money display showing the current floor, previous/next arrows, and an Unlock button. The first floor is “Industrial Basement.” Unlocking a floor costs
00,000, increases unlocked floor count up to 10, moves to the new floor, doubles production, and adds two cloned printers. Allow navigation only among unlocked floors. Support ten themed floor palettes: Industrial Basement, Neon Cyber Vault, Server Farm, Gold Reserve, Quantum Lab, Crypto Mine, Futuristic Hangar, Rustic Factory, High Tech Core, and Ultimate Empire. Changing floors recolors the floor tiles, walls, machines, money stacks, characters, and neon decor; later floors add cyberpunk computer/light props and more procedural glowing boxes. Show the current floor theme in the rate text. Include a PAUSE button and SETTINGS button at the upper right. Pausing stops production, particles, character/game motion, and gameplay updates while leaving the current view renderable. Settings should open a dark centered panel with controls for SFX volume, particles on/off, shadows on/off, graphics quality Low/Medium/High, game speed from 0.5x to 3x, production multiplier from 0.1x to 10x, and a Reset Progress button with confirmation. Add localStorage persistence, periodic autosaving, and offline earnings on return capped at eight hours; show a temporary yellow “+$X offline!” notification when applicable. The worker should continuously walk side-to-side and provide a very small production boost when near money piles. Every roughly 26 seconds, if the player has more than
5, have the thief attempt to steal an amount based on money and production (occasionally tripled); if the thief is close enough to the guard, prevent the theft and return the thief to its starting location, otherwise subtract the amount, show a burst of particles at a money pile, and briefly move the thief there. Keep the room bounded and maintain the polished dark green financial-factory aesthetic shown in the reference: black/dark background above the horizon, green wire-like floor seams, metallic printers, gold stacks, and compact green HUD cards. The experience should be an actual interactive idle game rather than a slideshow.

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