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What the game has ​

Five On It is a top-down, low-poly, satirical open-city sandbox in the spirit of GTA2: driving, stealth, a phone and an inventory, rooms of up to 32 players. Anyone can describe a game (a city and the missions in it) to Claude, in Claude Code with the game's MCP integration (Creating games), and play it with friends minutes later. One curated game ships; players make the rest from the same building blocks. The design is the Game design document, the engineering the Technical specs.

The current state is a proof of concept. The point of this stage is to make the driving feel right before anything else is built (see the Roadmap). This page lists what is in the game today, by subject; the keys are in Controls, and what to try on each level in Testing by hand.

The city that ships ​

A level is a low-poly city authored in the Babylon.js Editor (apps/level-editor) as placed meshes and exported to level data: the same triangles are the colliders, the picture and the ground the AI reads (Levels). Its roads are polylines with lanes and a speed, flat or climbing, joined into a road graph for the AI to drive on; its terrain has terraces and plateaus with cliffs.

main-riverbend, the level that ships, is the flagship city, drawn freely round a river's loop with nothing on a grid of the map's axes:

  • an Old Town of lanes round a market square, a downtown grid turned off the axes and cut by a boulevard, three roundabouts, a harbour, a garden suburb of crescents and closes, a serpentine up to a lookout, a parkway round it all and seven bridges;
  • thirteen districts, each built and dressed its own way: nine hundred buildings of a hundred and fifty kinds, car parks, building sites with their cranes, container yards, jetties with boats, yards full of what yards are full of;
  • roofs that carry what roofs carry (air conditioners, vents, dishes, solar panels, water tanks, a pool, a helipad), barges, tugs and fishing boats on the harbour's reach under its cranes, a statue, a carousel and hot-dog carts on its squares;
  • a game of four missions, "Smart City Pilot" (below).

Levels made from a spec ​

The same pipeline builds levels from a level spec, by hand or by Claude through the MCP server (Levels):

  • A city drawn freely like Riverbend (the city template): roads of six classes through points that end on each other, turned grids, rivers with their bridges and quays, a hill with a lane up to its lookout, roundabouts, districts built and dressed in Riverbend's thirteen styles; solved at once with every problem at its path, built by Blender. test-city; see The city spec.
  • The first hillside's curves, test-curves, generated in Blender, keeps the curves a region's roads cannot make: avenues crossing at a roundabout, a crescent, a wavy boulevard, a tunnel under a hill, a serpentine of hairpins up to a lookout, a bumpy dirt rally track.
  • A town on a grid, its districts in satirical themes round their landmarks: a bank one walks into, its vault behind a steel gate (test-generated-town, test-buildings).
    • A block of it can be a walled compound: gates locked by keycards, a gap in the wall, an annex with fire stairs over the back wall, a lab one walks into, cameras, guards on shifts, breaks and rounds by the clock (test-compound).
    • A town can be lived in: bins, benches and parking meters by the kerb, bus stops, back yards, car parks with parked cars, a construction site with a crane, a market, as test-tiles-town's town is.
  • Five landmarks are walked into and climbed floor by floor, each storey fading over the player under it: a mega-mall with escalators and a roof car park, a general hospital with a helipad, a mensa, a castle with a wall walk, a dungeon and a keep, a ski lodge (test-landmarks).
  • Land from tiles: standard 64 m tiles that snap together, as in RollerCoaster Tycoon, every seam matching (Tiles, npm run level:region):
    • a region's hills, mountains, plateaus, lakes (each with its beach and its jetty), volcanoes (lava in the crater and, if asked, down a flank, a lookout on the rim) and ski runs, named in a spec (by Claude through the MCP server too; test-tiles-terrain);
    • its towns built on its hills and valleys: streets climbing between level junctions, buildings on stepped pads, a district on a terrace (test-tiles-town);
    • its roads (a dirt track, a country road, a street, an avenue, a highway) routed over the tiles with flat junctions, bridges and, if asked, tunnels under the hills (test-tiles-roads, test-tiles-tunnel);
    • eight biomes: a meadow, a forest, alpine, farmland, steppe, desert, autumn, a coast;
    • if asked, towns of a hundred and more kinds of buildings made from OpenStreetMap's tags: bakeries, pharmacies, pubs, barns, silos, guest houses, a stadium, each with its sign on its roof (test-osm-buildings);
    • if asked, a rich countryside: the ground in many tones with tufts of grass and flowers, every tile dressed with bushes, a lone tree and its bench, bales, a well, a signpost or a shrine, and ponds, ruins, camps, viewpoints and abandoned cars to find, the land given over to fields, orchards, vineyards, woods, cemeteries or campsites (test-plots).

The test levels that the automated tests stand on: test-core-gameplay is the fixture of every test of the city (its shooting range, west of the spawn rows, has dummies on the ground, on a pedestal and on a tower, a low wall and a high wall to take cover at, and a walkway to shoot down from), test-ai-pathfinding, a road loop with an obstacle course, the fixture of the AI, and test-traffic-junction, a loop with a signalled cross and T junctions, the traffic's. Every test-* level is a small scenario of one mechanic (Levels).

Driving ​

Every player has a character that drives one of twenty-three vehicle classes, each with its own engine placement, drivetrain, axles and number of seats (Driving model): cars, trucks, a semi with its trailer, two-wheelers, the police car and the city's own (a taxi, a bus that seats seventeen, an ambulance and a fire truck with their light bars and sirens, a garbage truck, a pickup with a load bed, a limo, a delivery scooter, an ice-cream van that sells at its hatch, a tractor). People and cars are low-poly models made in Blender (assets/blender/models); each car's collider is the convex hull of its model.

  • A car leaves black tyre marks and puffs smoke when it slides: dust and brown ruts off-road, a ring of dust where it lands from a jump.
  • Nail strips pop the tyres that cross them.
  • It knocks light street furniture loose by its kinetic energy, a mid-size car's at 60 km/h: hydrants, street lamps, traffic lights and benches fly off and the car drives on; slower, they stop it; a truck has the energy at a crawl, a bicycle never.
  • It runs people over: a slow car shoves them aside, a fast one (above 20 km/h) knocks them down for a few seconds and hurts them, throwing them off its front onto the bonnet, over the roof if it keeps going, and drives over a body lying in the road; 35 km/h kills a pedestrian.
  • Parked cars may be locked: their key, an item, opens them; a few seconds at the door picks the lock, a crime if somebody sees it; the level's vehicle spawners park the next once one is gone (Vehicles).
  • A car stopped at its driver's door can be carjacked: the driver thrown to the ground, the passengers put out; a carjacked chaser crew flees, then comes back for you.
  • A garage resprays a car (a new colour, the Wanted level cleared unless the police saw it go in) or stores it to take out later.
  • A player rides along in other players' cars; the rider shows on a two-wheeler and in the buggy, seated in its pose.

On foot and in a fight ​

  • The character walks with its arms and legs swinging (Animation), climbs ladders, rides lifts and escalators, and is hurt by a fall from more than 4 m, killed from 12 m.
  • It wades and swims in water (a car driven in sinks, wrecked, its people swimming out) and dies in lava (test-water).
  • It takes cover behind walls; shots strike sparks off walls and cars.
  • It shoots five weapons at people and cars, each held in the hands as its model: tracers streaking from its muzzle, a muzzle flash, rockets that fly as rockets, explosions with a fireball, a shockwave and a scorch, blood that stays on whoever is hit and stains the ground, health.
  • Cars smoke when brought low, catch fire and blow up, a blast lighting the cars beside it so a row of them goes up one after the other (test-fire); wrecks keep their paint as it was until they blow up (a charred shell then) and smoke.
  • Pedestrians fall and respawn, and run from gunfire.
  • It sits on benches to get its breath back and cool the Heat, pays its Cash into a bank at a cash machine (the fines never touch it), buys food at kiosks and fills up at a petrol station's pumps (The city).

The police ​

Crimes seen or heard (gunfire near people, hurting pedestrians, carjacking, wrecking cars, worse against officers) raise a Wanted level of up to three stars:

  • black-and-white police cars with flashing light bars come out of sight on the roads: one at one star that tails and boxes the car in, two that ram at two, four crews that get out and shoot at three, and an officer who throws a nail strip across the road ahead, popping the tyres that cross it;
  • out of their sight the stars come down one at a time;
  • standing still near an officer at one star, knocked down by the police, or sitting in a car that has stood still for three seconds when an officer walks up and pulls them out, the player is arrested, fined and put back at a spawn (the police never ram a car standing still, nor shoot through a colleague);
  • a game can switch the police off.

Stealth ​

Where a level has guards or security cameras, guards watch a cone and listen (shots by their weapon's noise, running, doors), turn ? and come to look, ! and call the others, search where they lost you and stay on caution; a camera that sweeps its cone over you for a moment calls them too and can be shot down; a guard that finds a body raises the alarm. The dark and the fog hide a player from a guard where the street lamps do not. See Stealth.

The city's life ​

  • Pedestrians on the pavements of any level with streets: civilians strolling, commuters waiting at the crossings, joggers on their loops, shopkeepers at their doors.
  • Dogs that are NPCs of their own: a dog walker's on a lead, ranging round its walker, stopping to sniff at lamp posts and trees and sitting when it stands; strays wandering the pavements; all of them bolting from gunfire and jumping aside from cars.
  • Ambient traffic (forty cars in Riverbend, FOI_TRAFFIC sets how many) that drives the lanes, queues, stops at the traffic lights (their lamps cycle on a fixed plan) and gives way at the junctions without, its drivers fleeing a carjacker and panicking at gunfire (AI).
  • Chasers with tunable behaviour profiles that find their way on foot over a layered navigation (the ground and the floors, decks and roofs over it, up the stairs that lead onto them) and in cars along the roads; dropped behind the player from the legend panel and drawn orange, in a car with a crew that shoots out of the windows, rams or gets out to fight (AI).

Time and weather ​

Every room has a weather of its own by its level's climate (clear, overcast, rain, storms with lightning, fog, snow that settles) and a day as long as a level, a game or a mission wants it (Time and weather, test-weather):

  • wet roads and snow grip and brake less; rain covers footsteps and thins the crowd;
  • nights are as bright as the player's setting lets them be, their windows lit by the hour and each in its tone (most in the evening, a few at three in the morning, a television's blue flickering here and there), the shops' light on the pavement;
  • a pool of light under every street lamp goes out when the lamp is knocked down (a guard then sees no better there than in the dark);
  • every car that somebody drives lights the road ahead of it and glows red behind; the cars and people passing under a lamp are lit by it;
  • missions set the weather and skip hours on ("3 hours later").

Missions, items and the phone ​

Missions are written as data (Missions):

  • "Smart City Pilot", the curated game that ships, on main-riverbend: a rental picked up at the docks and brought across town before its session expires, a race once round the parkway against three locals, a consultant escorted from the Town Hall to the stadium, the market's fountain photographed from its bench and the proof taken to the bank;
  • on test-mission-basics, a mission goes to a checkpoint, steals a parked car and delivers it against the clock, with a tracker, phone-style notices and a target drawn in the world;
  • the missions of test-mission-logic send waves of enemies while the player holds a lot, counted on the tracker, branch when an objective fails, and make the player survive or lose a tail;
  • those of test-mission-verbs hand an item to a person and into a crate, photograph a mural with the phone's camera, wait on a bench, escort a VIP, chase a pickpocket and a courier, shake off the police and two tails and knock a hydrant over, several objectives at once, with a route line to the target on the minimap and a party seeing each other on it;
  • a mission can name a help line, a contact a call away with a hint for whatever step the player is stuck on.

Items are data too (Items, test-inventory, test-interaction): a key, a keycard, packages, a first-aid kit, cash, and a mission's own, carried in an inventory of sixteen slots (and a pouch for the ammunition), lying on the ground, kept in crates, lockers and car trunks, with doors that open, shut and lock.

A phone is in every character's pocket, and missions write it as data (Phone, test-phone): contacts who text with replies to pick and call with dialogues of choices, people to talk to face to face, apps of short screens and buttons such as a RentaCar app that unlocks a car only within 10 m, terminals and keypad doors that open the same panel from the world, a map that drops a waypoint on the minimap.

Playing together ​

Rooms hold up to 32 players. Friends, parties of up to four that land in a room together and share its missions, a chat (the room's channel, moderated in public rooms; the party's; direct messages; quick-chat and emotes) and the griefing controls (mutes, votes to kick, reports of players, safe zones, a few seconds as a ghost after coming back); see Social. Co-op and versus missions are played in runs of their own, gathered by lobbies (the mission's rules in words, the teams' slots, ready, the host's start, the results and a vote on the next mission, on any level) that players open from a game's page, join by a link or an invitation, or are placed in by Quick play on the Play together screen (Social). Every run played well earns an account Respect (five tiers, from Unverified to Iconic, shown beside its name), which the platform mints from what the server measures: a run's results say what it paid and why, teammates endorse each other, some missions ask for a tier, a hidden conduct score keeps those who ruin runs from earning it and a hidden skill balances versus teams; the leaderboard counts each season's (Social). Games are made, published, rated and remixed on the platform (Platform, Creating games). A minimap shows the whole level (Controls).

Under the hood ​

Physics is simulated on an authoritative server: cars and people meet as solid bodies, never inside each other, a tick cut into up to four physics steps when a car closes fast on another body. The client predicts its own car, and the cars that may touch it are drawn where the prediction meets them (Netcode, Architecture).