Skip to content

Arcade › Room & Reward

Room & Reward

0
Remix it

18 plays

  • 3d
  • simulation
  • decorating
  • strategy
  • casual
  • browser

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

Help this game get better

Made by someone like you, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

Join the conversation on Discord ↗

Nobody has said anything about Room & Reward yet. Play it, then tell the creator what you would add next.

Comments are shared with the public Discord thread.

Your review will be public. Tell the creator what worked and one thing you would improve.

Make your own game

Room & Reward was built 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 Room & Reward 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 Room & Reward

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 polished browser game titled "Room & Reward" about decorating rooms to earn money and unlock better furniture. Use a responsive pastel dashboard UI: the page has a rounded white translucent header over a pink-to-pale-blue gradient background, with the large dark title "Room & Reward", subtitle "Design a home, earn money, buy better furniture.", and a gold pill showing the current cash total, starting at 
50. Main layout: a left scrollable catalog panel, a central 3D room stage, and a right information panel; on narrow screens collapse the information panel below the stage and make the catalog narrower. Use rounded white cards, dark purple text, coral active controls, mint green action buttons, gold accents, soft shadows, and generous spacing. The left catalog begins with four room tabs in a two-column grid: Bedroom, Kitchen, Living Room, and Bathroom. Bedroom is initially active in coral. Rooms unlock sequentially: Kitchen is disabled until Bedroom is completed, Living Room until Kitchen is completed, and Bathroom until Living Room is completed. Completed room tabs show a checkmark and mint styling. Beneath the tabs show a scrollable list of furniture buttons. Each button has a simple icon/thumbnail, item name, either its purchase price or "FREE" after that item has been bought once in that room, and its house-value gain. The initial cash is
50. Buying an item immediately places it in the active room, subtracts its price, and makes that item permanently free for future placements in the same room. Items that cost more than current cash are disabled. Use a perspective 3D room editor in the center, built with a Three.js-like scene and orbit camera. The room is viewed from an elevated angled perspective; allow orbit controls and wheel zoom, but no camera panning. Build the room from a warm wood/tan floor, pale back and side walls, a circular/oval muted rose rug, and soft shadows. The active room's background color changes by room: Bedroom pink, Kitchen pale green, Living Room pale blue, Bathroom pale cyan. Include a visible framed blue window on the back wall and a brown door at the right/front edge. Add subtle floor grid lines and a central wall seam. Load furniture as stylized low-poly 3D furniture models (Kenney-style furniture assets or equivalent): items should visibly appear in the room rather than as flat UI cards. Furniture catalogs and stats must be: - Bedroom: Bed (free, value +25, quality +20, size 2.2 x 2.5); Floor Lamp (
5, +10 value, +8 quality, size .6 x .6); Wardrobe ($60, +18, +16, 1.2 x 1); Cute Wardrobe ($85, +24, +20, 1.2 x 1); Drawer Wardrobe ($95, +28, +22, 1.2 x 1); Tall Plant ($35, +8, +10, .75 x .75); Tiny Plant 1 (
0, +5, +6, .45 x .45); Tiny Plant 2 (0, +5, +6, .45 x .45); Tiny Plant 3 (0, +5, +6, .45 x .45); Desk ($75, +22, +17, 1.6 x .9); Desk Chair ($35, +8, +8, .7 x .7); Teddy Bear (5, +7, +10, .6 x .45); Toy Box ($45, +14, +12, 1 x .7). - Kitchen: Counter (free, +20 value, +18 quality, 2.5 x 1); Fridge ($50, +16, +12, 1 x 1); Dining Table ($75, +22, +16, 2 x 1.5); Stove ($90, +28, +20, 1 x 1). - Living Room: Sofa (free, +25, +20, 2.5 x 1.4); TV Stand ($80, +24, +15, 1.8 x .7); Cute TV Cabinet (
00, +30, +18, 1.8 x .7); Bookcase (
00, +30, +18, 1.2 x .7); Coffee Table ($70, +18, +12, 1.5 x 1); Living Plant ($35, +8, +10, .75 x .75). - Bathroom: Bathtub (free, +25, +20, 2.2 x 1.2); Sink ($50, +16, +12, 1 x .7); Toilet ($55, +80, +13, .8 x 1); Mirror ($65, +20, +16, 1 x .2). When the player clicks/taps a 3D furniture object, select it with a gold outline and show details in the information panel: item name, "Worth $X • Quality +Y", and "Drag to move • Double-click to rotate". Let the player drag selected furniture around the floor, clamped within the room bounds, and double-click to rotate it around its vertical axis. Keep placement data per room. The room can be cleared with a Clear room button; this removes all furniture and refunds 22% of the total item's value, rounded to the nearest dollar. Disable Clear room when empty. The right panel shows House value (sum of placed item values) and Quality (sum of placed quality, capped at 100). Show a room goal card and progress. Goals are exact: Bedroom requires at least 5 items, quality 45, and bed plus lamp; Kitchen requires at least 4 items, quality 42, and counter plus fridge plus stove; Living Room requires at least 5 items, quality 48, and sofa plus TV Stand; Bathroom requires at least 4 items, quality 42, and bathtub plus sink plus toilet. The goal card says the requirement and either progress such as "Progress: 0/5 items • 0/45 quality" or "✓ Ready to finish" when all requirements are met. Include a mint "Finish room" button (changing to "Room finished" after completion) and a pale secondary "Clear room" button. Finishing must validate item count, quality, and required item IDs, with toast messages for missing items, insufficient quality, or insufficient item count. If valid, award a reward equal to round(room house value * (1 + quality/200)), add it to cash, mark the room completed, show a toast like "Room complete! You earned $...", and automatically advance to the next room if one exists. Prevent finishing an already completed room with a toast. Persist cash, completed rooms, owned/free item status, placements, positions, rotations, and current room in localStorage so the design survives reloads. Add short-lived dark rounded toast notifications at the bottom center for purchases, completion, clearing/refunds, and validation errors. Make the game touch-friendly: canvas supports pointer dragging, buttons are large rounded targets, and the responsive layout works down to mobile widths. Overall visual style should be cozy, cheerful, clean, and toy-like, with soft pastel colors and realistic-enough low-poly furniture, while keeping the exact room-decorating, progression, currency, quality, reward, and persistence mechanics above.

More free browser games

Browse the whole Arcade →