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Browser Game

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About Crime City

An open-world crime sandbox that runs in a browser tab. Roam a living city on foot or at speed, run jobs for cash, gear up at the stores — and watch a police force escalate from a single patrol car to a full lockdown every time you push your luck.

Controls

Input Action
WASD / left stick Move — or steer and throttle when driving
Mouse / right stick / right-side drag Look
Shift Sprint
Space Jump — handbrake in a vehicle
C Crouch
Q / right mouse Aim
E / left mouse Fire
F Get in or out of the nearest vehicle
Tab / X Switch weapon
R Next radio station
P Phone
Esc Pause
F3 Debug overlay

Full keyboard, mouse, touch and gamepad support. On a phone you get a floating movement stick, a look pad and contextual action buttons that swap between on-foot and driving sets.

Features

The city — a district built from a real road graph: downtown high-rise, midtown, waterfront, industrial and parkland, each with its own palette and density. Lane markings, crossings, kerbs, working traffic lights, street lamps, and thirteen enterable landmarks (weapon store, garage, clothing, hospital, police station, safehouse, corner stores).

On foot — walking, running, sprinting, crouching, jumping, vaulting, swimming, melee combos and knock-downs, with a spring-arm camera that never clips through walls.

Driving — cars, a motorcycle and a truck, each with its own handling from core/config.js: weight transfer, understeer and oversteer, handbrake drifts, engine braking, suspension pitch and roll, progressive damage that pulls the steering, smoke, fire and explosions, skid marks and tyre smoke. Grip drops on wet roads.

Combat — fists, pistol, shotgun and rifle with per-weapon recoil, spread, reloads and reserve ammo, plus muzzle flashes, tracers, ejected casings, impact decals and grenades. Everything is pooled.

Police — a five-star wanted system with real line of sight. Break contact and the police switch to searching your last known position before giving up. Escalation runs from a couple of investigating officers, through cruiser pursuits and helicopter spotlights, to roadblocks and tactical units.

A living street — pedestrians with schedules, conversations, panic that spreads by contagion and memory of what they witnessed; traffic that obeys lights, keeps lanes, brakes for obstacles, overtakes, honks and piles up after a crash.

Missions & economy — a story chain plus repeatable side jobs (deliveries, getaways, robberies, races, hits), random street events, shops, vehicle repair and respray, property ownership with passive income, XP, skills and reputation.

Presentation — a full day/night cycle with a procedural sky, stars and moon; weather that moves between clear, cloudy, rain, storm and fog with lightning and wet roads; windows that light up after dark; and an entirely procedural WebAudio soundtrack — engine synthesis per vehicle class, spatial effects, ambience that tracks district, time and weather, and five original radio stations generated a bar at a time.

Systems — save/load with autosave, a settings menu (graphics presets, volumes, sensitivity, key remapping, accessibility options), an F3 debug overlay with live performance counters, and quality presets that scale draw distance, shadows, particles and crowd budgets. Phones default to the low preset automatically.

Architecture

js/ARCHITECTURE.md is the integration contract. The game is a small engine (js/core/) plus eleven independent systems in js/systems/, each owning one area and talking to the others only through game.sys.* and an event bus. Any system can be rewritten without touching the rest.

Known limitations

  • One district rather than a full map; the road graph and district system are built to extend, but only this slice is dressed.
  • Interiors are landmark shopfronts, not full walk-in buildings.
  • No aircraft flight model beyond the police helicopter, and no boats.
  • Character faces are static — no lip sync or facial animation (Meshy rigs are body-only).
  • Reflections are approximated; there is no planar/SSR reflection pass or global illumination.
  • Cutscenes are in-world camera moves with text, not voiced dialogue scenes.
  • Damage deformation is a shader/transform effect, not true mesh deformation.

Roadmap

  1. Expand the road graph to neighbouring districts and stream city chunks by distance.
  2. Walk-in interiors for the safehouse, garage and stores.
  3. Boats for the waterfront and a flyable helicopter with a proper flight model.
  4. Character customisation with swappable Meshy outfit meshes.
  5. Cooperative multiplayer over WebRTC, reusing the existing entity/event split.

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