Skip to content

Arcade › REM WORLD

REM WORLD

  • 3d
  • life-sim
  • open-world
  • social
  • city
  • third-person
  • pixel-ui
  • cozy
0
Remix it Discord

7 plays

How to play

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

Discussion

Nobody has said anything about REM WORLD yet. Play it, then tell Chiamaka Ajunwa what you would add next.

Make your own game

REM WORLD was built by Chiamaka Ajunwa 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 REM WORLD 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 REM WORLD

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.

Recreate “REM WORLD” as a browser-based 3D third-person life-sim set in a small living city. Use a low-poly, colorful stylized aesthetic with Three.js-style geometry, soft shadows, simple toon-like character assets, and a day/night sky cycle. Begin with a black cinematic title screen: centered glowing pale-blue “REM WORLD” in a pixel/arcade font, the subtitle “A LIVING CITY AWAITS,” and a top-right “Skip ▶” button. If not skipped, fade through these centered narrative lines one at a time: “In a quiet corner of the world, where dreams and waking blur...”, “lies REM CITY — a place where every Remian lives a life of their own.”, “They wake. They work. They remember. They change.”, “And today, a stranger arrives.”, “That stranger... is you.” Then fade to character creation.

Character creation is a dark translucent blue full-screen panel titled “WHO ARE YOU?” with the subtitle “Create your Remian identity.” Let the player enter a name (default Alex, max 12 characters), select shirt color from eight circular swatches (blue, red, green, yellow, purple, orange, black, white), hair color from eight swatches, and skin tone from five swatches. Offer four clickable background choices: “Newcomer — fresh off the train, nothing to your name,” “Drifter — traveled far, seen things,” “Dreamer — here to find yourself,” and “Hustler — out to make it big.” Include an “ENTER REM CITY ▶” button. Apply the chosen colors to the player’s humanoid character and retain the selected background for the introductory message; all backgrounds start with 120 credits.

After entering, show a third-person over-the-shoulder camera following the player, with keyboard/mouse controls: WASD to move, mouse to look, Shift to run, Space to jump, E to interact, and Escape to close dialogue. The player is a simple animated humanoid Remian with idle and walk animations, collisions against buildings/objects, gravity, and jumping. Spawn the player near the central park/plaza in a procedurally varied city.

Build the city as a 6-by-6 block grid. Each block is about 22 units wide with 9-unit gray roads separating blocks, pale gray sidewalks, and a large green ground plane. The middle block is an open park/plaza rather than a building block. Other blocks contain one or two randomly sized, randomly placed rectangular buildings, roughly 5–11 units wide/deep and 6–22 units tall, in muted pastel colors such as tan, lavender-gray, peach, blue-gray, beige, pale green, or dusty pink. Give them dark gray roof slabs and simple small window panels; windows glow warm yellow during nighttime. Scatter stylized low-poly trees and bushes around the central park and sidewalks. Use fog and a sky background that changes with time of day.

Spawn eight NPC Remians, each as a separately colored animated humanoid. Three should have the fixed first names Mira, Jorin, and Tess; the others can be selected from whimsical first/last-name lists. Give every NPC a random career from Baker, Courier, Gardener, Barista, Mechanic, Painter, Librarian, Fishmonger, or Teacher, and a personality from cheerful, grumpy, curious, shy, bold, or dreamy. Each NPC has a home and work position, an opinion of the player initialized around 50 (with small random variation), memories, and an individual movement speed. NPCs follow a daily schedule: home at 07:00, work at 09:00, cafe at 12:00, work again at 13:00, wander around the park at 17:00, home at 19:00, and sleep at 22:00. Make them walk toward their scheduled targets, idle when they arrive, occasionally choose another nearby park target while wandering, and face the player when nearby outside work hours. NPCs should animate between idle and walk states.

Run time continuously: one in-game day lasts 600 real seconds, beginning at Day 1, 07:00. Display a compact top-center HUD bar showing “Day 1,” a changing clock such as “07:00,” a phase icon, and the phase name. Advance through night, dawn, morning, midday, afternoon, evening, dusk, and night, changing sky/fog colors and sun intensity from dark blue nighttime to purple dawn/dusk, orange sunrise/sunset, and bright blue daytime. The sun should move across the sky, and building windows should light at night. Pause the clock while dialogue is open. When a new day starts, increment the day and show a message.

Display a bottom-left HUD panel with the player’s name, credits (initially 120c), and reputation. Reputation is the average opinion of all NPCs, labeled Scorned, Disliked, Neutral, Liked, or Beloved based on the average. Show a right-side controls hint with the listed keyboard/mouse controls. When an NPC is within approximately four units, display a centered bottom prompt such as “[E] Talk to Mira.”

Press E near an NPC to open a dark translucent dialogue box at the bottom center and disable player movement. Show the NPC’s uppercase name, career, personality, and current opinion out of 100, followed by a greeting that changes based on opinion: friendly greetings at high opinion, neutral greetings around 50, and curt or hostile lines at low opinion. Present clickable dialogue choices. At the root, include: “Tell me about yourself.”, “What do you do around here?”, “How’s your day been?”, “I’d like to be friends.”, and “Goodbye.” The first two lead to a job-related response with choices including “Sounds tough.”, “Can I help somehow?”, and a goodbye. The day question leads to a chat response with “That’s interesting.” or goodbye. Talking increases opinion slightly and records a memory. “Sounds tough.” raises opinion slightly. “That’s interesting.” raises it more. The friendship attempt succeeds if opinion is at least 65, raises opinion, and logs that the NPC is now the player’s friend; otherwise the NPC says they need to know the player better and opinion drops slightly. “Can I help somehow?” gives the player 15 credits, raises that NPC’s opinion, records a memory, and logs the earnings. Update reputation and HUD immediately after opinion or credit changes. Allow Escape to close the dialogue and restore controls.

Use a restrained retro UI: dark navy/black translucent panels, thin blue borders, rounded corners, pale blue text, pixel-style headings, and a VT323-like monospaced body font. The overall presentation should feel like a dreamy, slightly mysterious but cozy “living city” where the player explores, observes NPC routines, and builds relationships rather than fighting or racing. There are no enemies or combat systems; the primary loop is walking around the city, watching scheduled Remians, approaching them, and choosing conversational responses.

More free browser games

Browse the whole Arcade →