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Arcade › Osiedle 84
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Manu Saini built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Osiedle 84 yet. Play it, then tell Manu Saini what you would add next.
Osiedle 84 was built by Manu Saini 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 Osiedle 84 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.
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 third-person 3D open-world sandbox called "Osiedle 84", subtitled "ordinary days, extraordinary errands." Set it in a grounded post-communist Polish wielka płyta housing estate: a broad 10x10-style neighborhood grid with uneven asphalt roads, a central main road and cross street, side roads, white pedestrian-path/crosswalk markings, moss-green park lawns, concrete apartment blocks, a ground-level sklep, bazaar stalls, benches, chess tables, street lamps, parked cars, an ambulance, and many trees. Use a muted palette of concrete gray, moss green, rust red, faded yellow, asphalt charcoal, and late-afternoon amber. Render with stylized low-poly/procedural geometry, soft shadows, fog, physical materials, and a slightly cinematic overcast outdoor look. The player is a simple rounded blue capsule-like person with a small red cap, viewed from behind in a third-person camera. Spawn outdoors near the estate roads/apartments. Implement keyboard movement with WASD or arrow keys, Shift to jog, Space to jump, and E to interact; include a clickable HUD interaction button for touch/mobile use. The camera should follow the player with mouse-look/third-person controls. Add collision-like estate block obstacles, moving sedan traffic on the roads that loops around the map, and gently pushes the player aside if a car comes too close. Include named pedestrians who walk along looping routes through the neighborhood: Pan Witek (gossip), pani Ela (shopping), Michal (late), Zosia (stroll), and Tomek (commute). Allow interacting with nearby NPCs to increase reputation and show humorous message text. Build the central gameplay loop around small errands and ordinary resource management. Start with serializable state: PLN cash 48, energy 76, hunger 64, reputation 18, day 3, time 09:12 approximately, overcast weather, and the first quest. Display a glassy cream-white HUD overlay: top-left brand panel with OSIEDLE 84 and the subtitle; top-right four stats labeled PLN, energy, hunger, and rep, with green energy and rust-orange hunger bars; bottom-left quest card; bottom-right weather/time card. The first quest is "A small favor" with text "Bring a bułka and kefir from the sklep." Interacting at the sklep costs 7 PLN, increases hunger by 18, and reports that the food was acquired; completing the active quest rewards 12 PLN and 3 reputation. Then cycle through these data-driven quests: "Market intelligence" — "Visit the bazaar and ask around. Nobody asks directly." for 18 PLN, requiring the bazaar; and "Park diplomacy" — "Say hello to the regulars by the chess tables." for 10 PLN, requiring the park. Nearby interactions should also support the bazaar (adds reputation and a humorous pricing message), park (restores 8 energy and adds reputation), and NPC conversation. Time should advance slowly during play: energy and hunger gradually drain, and after time passes beyond midnight advance the day and reset time to 06:00. Track weather modes and let R cycle overcast, light rain, and late sun. Overcast uses a gray-green background/fog and cloud icon; light rain changes the tint and visibly spawns falling rain particles; late sun uses a warm amber tint and sun icon. The weather panel shows the current day, clock, and "press R to change." Include two inspectable interior slices. Near the apartment door, pressing E enters Apartment 3B, hiding the outside and placing the player in a small simple room with linoleum floor, pale walls, kitchen table, legs, foldout sofa, wall cabinet, table lamp, and a red exit door; pressing E at the exit returns outside. Near a parked sedan, pressing E enters a car interior inspection view, hiding the player and showing a carpet floor, dashboard, translucent windshield, steering wheel, driver/passenger seats, rear-view mirror, and red exit door; pressing E returns outside. Use humorous grounded status messages such as "The kettle has opinions," "The lift is still thinking about it," and "The sedan remains financially out of reach." Keep the tone warm, observational, and gently funny rather than heroic. Use the HUD copy and visible mechanics to communicate that this is about stretching a low bank balance, keeping energy and hunger up, building social reputation, and completing small neighborhood errands. Expose the current game state through a getGameState-style API containing player position, cash, energy, hunger, reputation, day, time, weather, and active quest.