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Multiverse Sim

  • 3d
  • simulation
  • management
  • sandbox
  • sci-fi
  • autonomous
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. ps2163 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Multiverse Sim yet. Play it, then tell ps2163 what you would add next.

Make your own game

Multiverse Sim was built by ps2163 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 Multiverse Sim 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 Multiverse Sim

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 autonomous management/simulation game titled “Multiverse Sim,” presented as a dark sci-fi multiverse command dashboard over a Three.js 3D arena. The game should run locally in the browser without an external AI/API: use deterministic character-aware dialogue templates with randomized selection, while keeping the simulation state in JavaScript and autosaving to localStorage under a versioned key.

Visual presentation: fill the viewport with a deep navy/near-black space background (#050816), subtle exponential fog, and roughly 220 tiny blue-violet stars distributed in the background. In the 3D arena, show a wide dark metallic cylindrical platform, a glowing blue torus ring lying horizontally around the fighters, and a slowly rotating/pulsing purple torus-knot portal floating behind them. Use ambient, directional, and purple rim lighting. Place each character as a colored glowing spherical orb with a translucent aura, floating and bobbing slightly around the ring in a circular formation. The orb colors are: Goku amber/orange, Vegeta indigo, Naruto orange, Sasuke violet, and Madara red. Above each orb, display a billboard-style dark label with a colored outline and the character’s name in light text. Allow mouse/touch orbit controls around the 3D scene, with damping, no panning, and constrained zoom/polar angle.

Build a mobile-first translucent glass HUD layered over the scene. Use rounded dark navy panels with faint lavender borders, blur, and shadows. At the top show three metric panels: “MULTIVERSE SIM” with the current active event/message such as “The multiverse feels unstable.” plus metadata formatted like “Messages 1/500 · History 0 · Last line updates every step”; “TIMELINE STABILITY” with a percentage starting at 100% and helper text explaining that world drift reacts to battles, rivalries, and cosmic events; and “MESSAGE COUNT” starting at 0 or 1 with helper text about autonomous dialogue. Provide a responsive layout that becomes a single-column lower section on narrower screens.

Provide the following pointer/touch-safe controls: Pause/Resume to stop or restart the autonomous loop, Step to manually advance exactly one simulation tick, Add Character to bring in the next available fighter, World Event to trigger a random cosmic event, Battle to force a random fight, Transform to force a random living character transformation, Save to store the world in localStorage, and Reset to rebuild the world. Beside the controls show pills for Running/Paused and the number of active living characters. The simulation loop should tick about every 2.2 seconds while running.

Start a new world with Goku and Vegeta. Available characters, with personality, initial emotion values, goals, and base power, are: Goku (optimistic, friendly, loves fighting, protects others, seeks stronger opponents; anger 10, joy 90, pride 50, fear 5; goal “Become stronger”; power 9500); Vegeta (prideful, aggressive, competitive, never submissive; anger 60, joy 20, pride 100, fear 5; goal “Surpass Goku”; power 9200); Naruto (energetic, emotional, determined, protective; goal “Protect the multiverse”; power 8700); Sasuke (cold, strategic, calm, distant; goal “Understand dimensional threats”; power 8800); and Madara (dominant, legendary warrior, strategic, manipulative; goal “Control reality”; power 15000). Naruto’s initial emotions are anger 20, joy 80, pride 60, fear 10; Sasuke’s are 30, 10, 85, 5; Madara’s are 25, 10, 100, 0. Add characters one at a time, initialize bidirectional randomized trust/friendship/rivalry relationships, and place their orb into the circular arena formation.

Each simulation tick: choose two distinct living characters at random; generate one structured dialogue response from the speaker to the listener using the speaker’s character-specific line templates plus a randomly selected interaction tone. Tone intents are ally, fight, discuss, explore, or train, and each applies emotion deltas to the speaker and relationship deltas (trust, friendship, rivalry) to both sides, clamped between 0 and 100. Include conditional dialogue additions based on high fear, rivalry, or trust. Store recent incoming/outgoing lines in each speaker’s short memory, cap short memory at 12 entries, and create a long summary from the latest six once full. Update the current message, increment the message and step counters, and prepend a typed entry to the Simulation Feed. Support up to 500 messages; when the limit is reached, stop the simulation.

Randomly after dialogue, with the same behavior as the reference: a 20% chance to stage a battle between two living fighters; a 12% chance to transform a random living fighter; and an 8% chance to trigger a world event. Every 10 simulation ticks, add a random character if any remain. Occasionally increase timeline stability by 1 (6% chance), but clamp it to 0–100. Cosmic events should be selected from: “A dimensional crack opens in the sky.”, “A god-like entity appears nearby.”, “Reality begins collapsing.”, “An ancient artifact awakens.”, or “The dead begin returning.” Each event becomes active, is added to a maximum-30 world history, reduces timeline stability by 3–8, and creates an event feed entry.

Battle two living fighters by comparing each power level plus a random -500 to +500 variation. The winner gains random power of 100–700, the timeline loses 4–10 stability, and there is a 15% chance that the loser is marked defeated/dead. Log the matchup, winner, power gain, and any defeat. Transformations are character-specific: Goku can become Super Saiyan or Ultra Instinct; Vegeta can become Ultra Ego; Naruto can become Six Paths Sage Mode; Sasuke can become Rinnegan Awakened; Madara can become Divine Sage Form. A transformation adds random power of 2000–5000, lowers timeline stability by 2–5, and displays the current form on the character card and visually enlarges/intensifies the orb aura.

The Simulation Feed should be a scrollable list of at most 32 newest entries with type labels such as dialogue, battle, transform, event, join, save, system, and retry. The Characters panel should list every character, alive or defeated, in cards showing name, status badge (“Base Form” or transformation, or “Defeated”), goal, highest emotion and value, power, a cyan-to-violet power meter, strongest relationship summary including trust and rivalry, and the last two memory snippets. Dead or defeated orb visuals should be dimmed. Show recent world history as compact event chips.

Implement robust local persistence: load saved characters, world state, power levels, message/current line, counters, and logs on startup; autosave after simulation actions; provide explicit Save and Reset; if loading fails, log an error and rebuild safely. Initialize the visual scene for loaded characters. Keep the simulation state inspectable through window.getGameState() and patchable through window.setGameState(), then rebuild character visuals and HUD after patches. Include graceful stopping when fewer than two living characters remain, and a retry/fallback dialogue result if response generation fails.

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