In development · Babylon.js

Roanja City 3D

The streets are going vertical. Same neon grit, new depth — an open-world city you can walk and drive through in your browser, built with modern 3D tech and Kenney-crafted districts.

THE VISION

Roanja City 3D is a ground-up restyle of the original city concept — not a port of every line of code, but the same tone: missions, heat, phone hub energy, and a city that feels alive. We are building a playable vertical slice first: one district, on-foot movement, driving, and a single interaction — then expanding zones, systems, and polish.

Open world in the browser

Web-first 3D with Babylon.js — no install, tuned for desktop Chrome, Edge, and Firefox.

Walk & drive

Third-person exploration on foot, then arcade-style vehicles with enter/exit flow and traffic placeholders.

Story and Jobs

Complete the story and help Ed, Quick jobs and missions for extra cash to help you get by in the city.

Plans for the game

Complete the story mode, Add multiplayer, Future map upgrades and anything players feel we are missing.

DISTRICTS & ZONES

The map is split into zones with distinct art direction — town commercial streets, industrial yards, arcade landmarks, and suburbs. Each zone uses its own building kit and lighting mood.

Town / commercial Shops, facades, sidewalks
Industrial Warehouses, fences, grit
Arcade POI Neon landmark & mini-games hub
Suburbs Residential blocks & houses

DEVELOPMENT ROADMAP

Small milestones, always runnable. Below is the plan we are executing against — status will update as phases land.

Phase 0

Engine shell

Done

Vite + TypeScript + Babylon bootstrap, lighting, camera, dev inspector, and first GLB on screen.

  • Engine resize & clean teardown
  • Tone-mapped lighting; shadows off by default
  • Dev-only Babylon Inspector (?debug=1)
  • Asset pipeline: GLB in public/, licenses kept

Exit: idle scene at 60fps; one building loads from /public.

Phase 1

World scaffold

Done

Ground plane, MapLoader from JSON, zone tints, basic static collision.

  • sample_district.json with 20–50 instances
  • Zones: town · industrial · arcade · suburbs

Exit: district loads without frame drops on a laptop.

Phase 2

Roads & lots

Done

Modular Kenney road kit, lot snapping, intersection graph for future AI.

Exit: clean loop around a block — no clipping through major props.

Phase 3

On foot

Done

Character controller, third-person camera, E interaction stub.

Exit: reliable traversal for five minutes without getting stuck.

Phase 4

Vehicles

Done

Kenney cars, arcade physics, enter/exit, parked traffic placeholders.

Exit: stable drive loop; no runaway physics.

Phase 5

POIs & content

In progress

Arcade, industrial, and town kits wired; landmark markers (police, hospital, etc.).

Exit: three visually distinct zones in one map file.

Phase 6

Gameplay MVP

Planned

One completable mission, heat or mission board stub, versioned save in localStorage.

Exit: mission playable end-to-end.

Phase 7

Audio & UI

Done

HUD overlays, radio that does not block on decode, settings (volume, sensitivity).

Phase 8

Polish & scale

Planned

LOD, district streaming, loading screens, debug spawn menu and perf overlay.

Coming soon

Roanja City 3D is in active development. Check back for trailers, screenshots, and launch news.

View roadmap Follow @robgunner75