What goes into your city
Open world means freedom: you roam a city and decide which job to take next. Our engine generates the city from your seed – road network, junctions and traffic lights, bridges over the river, a coastline, hills, landmarks and viewpoints. Claude brings it to life:
- Districts: two to eight – downtown, harbor, old town, beach, park, industrial zone, suburbs or hills – each with its own name.
- Vehicles: up to ten, from scooters and taxis to vans and boats.
- Characters: up to twelve mission givers, each with a role and dialogue.
- Missions: up to thirty, unlocking one after another.
- Collectibles across the city, radio stations with invented names and hosts, a day and night cycle, and weather from clear skies to fog.
Thrills without weapons
Our cities are exciting because of speed, route-finding and good driving – not violence. There are nine mission types: delivery, race, chase, escape, collect, photo, escort, taxi and explore. You can also switch on a pursuit mechanic: stars show how closely the city watch or your rivals are paying attention. Lose them by staying out of sight; if they catch up with you, the mission simply fails.
3D in the browser – what your device needs
The city is drawn with WebGL right in the browser – no download, no plugin. Current computers, tablets and phones handle it smoothly; very old devices may stutter. You can play with keyboard, touch or gamepad. The look is deliberately clean and colorful rather than photorealistic, which keeps the city fast and makes every style possible, from neon to pastel.
Epic: several islands instead of one city
If you want more than one city, pick the “Epic” size: 2–3 islands, each with its own city and several districts. The islands unlock one after another, and you switch between them by ferry or bridge. On top come a continuous main story, side jobs and up to 24 characters – designed for 10 to 25 hours of play, with a build time of ≈ 8–12 min.
- Scale: the scope of a classic open-world game, measured in islands, missions and playtime.
- Main story: 40 to 80 missions that you unlock bit by bit.
- Still non-violent: missions are about driving, delivering, finding and escaping.
Ideas for your city
- an island city where water taxis are the fastest way around
- a winter mountain town with deliveries over snowy passes
- a retro city in the eighties with synth-heavy radio stations
- a team scavenger hunt: who finds every viewpoint first?
- a photo safari through the city park with rare birds as collectibles
Price and requirements
Open World 3D comes in two sizes. “World”: 10 to 30 missions and two to six hours of play, price 2,400 credits. “Epic”: 2–3 islands, 40 to 80 missions and 10 to 25 hours of play, price 5,000 credits. Both are available from the Studio plan, up to 5 world projects per month per account, of which at most 2 can be Epic projects. You top up credits beyond your monthly allowance with a credit pack. You always see the price before the build starts.
Curious what the AI does for a game like this, and what it cannot do? Read what AI can do in games. More into fields and production chains? Try the city builder maker.

