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The Drugame

  • 3d
  • driving
  • open-world
  • arcade
  • crime
  • business-sim
  • mobile-friendly
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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. Chastian Roberts built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Drugame yet. Play it, then tell Chastian Roberts what you would add next.

Make your own game

The Drugame was built by Chastian Roberts 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 The Drugame 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 The Drugame

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 browser-based 3D third-person driving and contraband-trading game titled "The Drugame." Use Three.js-style real-time 3D rendering with a dark, low-poly urban city viewed from behind and slightly above a red/maroon player car. The camera should smoothly follow the car from a rear chase angle, looking ahead over the road. Build a bounded city grid approximately 336 by 336 world units: several long perpendicular dark roads form a square street network, each road has thin gold/yellow center lines, and the spaces between roads contain simple tall block buildings in muted charcoal, blue-gray, brown, and burgundy colors. Use a dark navy-black background, fog in the distance, simple directional/hemi lighting, and strong shadows for the stylized nighttime/low-light look. The player vehicle is a simple low-poly red sports/sedan-like car with a broad rectangular body, raised cabin, and four black wheels; it should visibly rotate and move through the city.

Core gameplay is an open-ended criminal business loop. The player starts with 
200, score 0, level 1, heat 0, health 100, armor 0, no carried contraband, one stash property, and a car at the city center. Drive to gold buyer markers, use the phone to buy contraband, optionally drive to green stash/property markers to store carried cargo, then sell carried cargo and a limited amount of stored cargo at a buyer for randomized profit. Buying and selling increase heat; heat gradually decays, but high heat attracts police. The main on-screen mission text should explain: drive to gold buyers, use the phone to buy contraband, stash it at properties, sell for profit, and keep heat under control. Place three floating, animated 3D destination markers around the city: gold/yellow octahedral markers on poles for buyers, a green marker for the initial stash house, and a blue marker for the municipal court. Markers should hover/rotate. Include three blue police cars that patrol the city. When heat is above 25 and a police car is within pursuit range, it chases the player; collision at close range causes an arrest. Arrest clears carried contraband, stops the car, reduces armor, and follows a legal progression: at lower severity show a "Jail booking" event and require driving to the blue court marker; reaching court applies a heat-dependent fine, reduces heat, and increments jail days. Severe heat or depleted health produces a "Prison sentence," takes money, increments prison years, resets heat partially, and sends the car back near the courthouse. Use modal event panels with a Continue button that pause play. Allow the player to shoot from the vehicle. A shot creates a small glowing yellow projectile traveling forward from the front of the car; shooting adds heat. A projectile that hits a police car relocates that police car, costs the player
50, adds score, and increases heat. Do not add enemies or mechanics beyond the police cars, driving, shooting, trading, legal events, and the listed management systems. Driving controls: keyboard W or Up Arrow accelerates, S or Down Arrow reverses, A or Left Arrow steers left, D or Right Arrow steers right, and Shift brakes. Support touch/gamepad-like on-screen controls matching the mobile presentation: a four-button D-pad at bottom left with up/left/down/right arrows, and four circular PlayStation-style buttons at bottom right: Triangle opens the city map, Square shoots, Circle brakes, and Cross opens the phone. Also support keyboard Space or F to shoot, P to open the phone, and M to open the map. Clamp the car within the city bounds and use acceleration, friction, reverse speed, turning, and braking so it feels like arcade driving. The HUD must remain over the 3D view. At top left show a burgundy gradient title badge reading "THE DRUGAME." At top right show a dark translucent stats box with two lines like "
200 | Score 0 | Lvl 2/1000" and "Heat 0 | HP 100 | Armor 0 | Carry 0 | Stash 0"; calculate level from progress, money, and properties and cap it at 1000. At lower left show a dark translucent mission box with a gold left border that changes contextually to "Buyer nearby," "Stash nearby," or "Court pending" when appropriate, otherwise showing the current-run instructions. Keep the control buttons translucent, circular, outlined, and color the symbols distinctly (green triangle, pink square, red circle, blue cross). Implement the phone as a centered dark translucent modal called "📱 Black Web" with tabs: Market, Property, Gear, Radio, and Save. Market cards must offer a small 5-unit package and a bulk 20-unit package, both priced from the current level, plus buttons to move cargo to stash and sell inventory; buying must fail with a notice if funds are insufficient, and stash/sell must require proximity to the correct marker. Property shows current stash-house count, allows buying an additional stash house for an increasing price and creates a new green marker, and offers an $800 heat-reduction payment. Gear offers a
50 health pack restoring 45 health, a $600 armor vest adding 60 armor, and $900 low-profile clothes that reduce heat by 12. Radio shows 35 selectable American station-name presets and plays generated in-game synth music rather than live streams; tuning changes the generated rhythm/tempo. Save shows Save now and Load save controls, persists money, score, heat, level/progress, inventory, car position, radio, and properties in browser local storage, and explains the jail-to-court-to-prison legal track. Every phone and event panel should have a Close/Continue control and pause driving while open. Add a centered dark 9-by-9 grid city map modal opened by Triangle or M. Represent the player with a car icon, stash/property locations with green squares, buyers with gold diamonds, the court with a blue scales icon, and police with red dots; include a legend explaining these colors. Use responsive CSS so the game fills the viewport on desktop and mobile, with no scrolling gameplay canvas, safe-area spacing, translucent dark panels, compact system sans-serif typography, burgundy/gold/blue accents, and touch-friendly buttons. The game should begin immediately in the city with the red car visible in the foreground on a gold-lined road and the title/HUD/mission controls overlaid.

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