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Tiny City

  • 3d
  • city-builder
  • sandbox
  • low-poly
  • casual
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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. Manish Paswan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tiny City yet. Play it, then tell Manish Paswan what you would add next.

Make your own game

Tiny City was built by Manish Paswan 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 Tiny City 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 Tiny City

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 3D sandbox city-building game titled “Tiny City.” Use Three.js or an equivalent real-time 3D engine with an orbiting perspective camera. The scene should open on a small low-poly/isometric-style city viewed from above at an oblique angle: a green grass plane fills the ground, with a flat light-blue sky/background and light atmospheric fog toward the horizon. Use soft hemisphere lighting plus a warm directional sun, with buildings, roads, and cars casting/receiving shadows. The camera should start around (11, 9, 11), look toward the center of the city, allow damped orbit rotation, and allow zooming between a close and moderately distant view; constrain the orbit so the camera remains above the ground. Mouse/touch orbit controls should be the primary navigation, with no player avatar.

Build the initial city on a roughly 48-by-48 grassy reference plane. Lay out a sparse central road grid using asphalt road tiles: four parallel straight road pieces crossing the scene along one axis at approximately -6, -2, 2, and 6, and four crossing along the other axis at approximately -6, -2, 2, and 6. Add four corner/intersection road pieces around the center, plus pale pavement/sidewalk tiles arranged in small rows around the central roads (positions based around ±1.6 and a -4-to-4 grid). Leave substantial grass visible between the tile clusters. Place five initial colorful low-poly urban buildings around the grid: building variants A, B, and C at approximately (5.5,4), (5.5,-4), (-5.5,4), (-5.5,-4), and (4,5.5). Buildings should be chunky multi-story city blocks with flat gray roofs, windows, storefront details, and varied red, blue-gray, or brown facades, matching a stylized Kenney/KayKit low-poly city asset look. Use a few parked low-poly sedan cars around the central streets (near (2.8,1.4), (-3,-1.3), and (1.3,3.8), with varied rotations).

Include one continuously moving sedan on the main horizontal road. It begins near x=-7.5, travels in the positive x direction at about 2.8 world units per second, and wraps back to x=-7.5 after reaching x=7.5; keep it at approximately z=0.1. The moving car is simply animated traffic and does not collide with the player or affect the score.

Add a simple fixed bottom-centered HUD with rounded white controls and a population readout. Initially show “Population: 5,” then buttons labeled exactly “Add Building,” “Lay Road,” and “Grow City.” Make the UI responsive/flexible so it wraps on narrow portrait screens, and use a clean sans-serif font, dark text, white or slightly translucent white backgrounds, rounded corners, and subtle shadows.

Button behavior: “Add Building” randomly selects a location in roughly a 14-by-14 area around the center, snaps x and z to the nearest 2-unit grid positions, clones a randomly selected one of the three building variants, gives it a small random yaw variation, adds it to the scene, and increases the population by 1, updating the readout. “Lay Road” randomly selects a location in roughly an 11-by-11 area, rounds x and z to integer coordinates, and adds either a straight asphalt road (about 65% chance) or a corner road (about 35% chance); straight roads randomly use 0 or 90-degree rotation, while corner roads use a random quarter-turn rotation. Laying a road does not change population. “Grow City” should perform a small burst of development: add two randomly positioned snapped buildings, add one randomly positioned road using the same road rules, and with about 40% probability add an extra sedan at a random nearby position with a random orientation. Extra cars may be animated with speeds around 1.8–2.8 and wrap/loop along a horizontal axis, but the essential visible behavior is that the city gains buildings, roads, and occasionally cars.

There is no combat, timer, resource economy, win/lose state, character controller, or complex simulation. The goal is an interactive miniature-city sandbox where the player orbits the camera and grows the visible city with the three buttons. Preserve the sparse composition, green open space, blue sky, gray road/pavement tiles, colorful block buildings, and toy-like low-poly presentation shown in the reference.

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