Primary navigation
← All projects

MiniTown

Author: OpenAI

A tiny living town where zones grow, residents commute, and warm lights come on at night.

MiniTown app screenshot

Description

MiniTown is a cozy city simulation built by Thomas Ricouard with Codex and GPT-5.6. Players place residential, shop, and workspace zones, then watch roads form, buildings grow, residents follow daily routines, vehicles move through town, and the lighting shifts from day to night.

Build notes

Initial prompt

Create MiniTown, a retro-inspired, pixel-art-flavored city simulation that plays more like a cozy god game than a traditional management game.

Start on an empty piece of land. The player should be able to place Residential, Shop, and Workspace zones, then watch roads appear automatically around them. Buildings should move through visible construction stages, become inhabited, and grow over time as the town comes alive.

The main pleasure of the game is observation. Simulated residents should have homes, workplaces, shops, schedules, and destinations. Show people walking and cars moving through town, and let the player hover over a house, shop, or workplace to see who is there and what is happening.

Support connected blocks of one, two, or three buildings by clicking and dragging. Everything placed during one drag should become one shared building block: roads form around its exterior, with no roads between the buildings inside it.

Add a visible day/night cycle so the town changes as time passes. At night, shift the environment toward soft cool colors while windows, streetlights, and occupied buildings emit warm, diffuse light. Keep the result readable, pretty, and cozy.

Use a slightly top-down camera suited to watching the whole town. Keep interaction light and observational: move the camera, explore freely, inspect buildings and residents, choose where zones should go, then watch the simulation unfold. Include a free Explore mode where the mouse is not placing anything.

Before building the game, use `$imagegen` to create several gameplay concepts and town states. Keep the visual direction technically achievable with simple stylized 3D models and generated art, with enough variation in buildings, people, and vehicles that the town does not feel repetitive.

Iterations

  1. Used ImageGen to establish several technically achievable gameplay states, including the empty land, a growing town, and the cozy nighttime direction.

  2. Defined the zoning, automatic road generation, construction, building growth, agent simulation, inspection, and camera systems, then built the first playable vertical slice.

  3. Expanded the play area and added more varied buildings, residents, and vehicles, moving the people and cars toward a cohesive stylized 3D look.

  4. Added visible time progression, a day/night cycle, glowing windows and streetlights, and a free Explore mode for moving around without building.

  5. Reworked drag zoning so one, two, or three connected plots form a single shared block, with continuous land inside and roads only around the outer perimeter. Refined the lighting toward the softer, more diffuse concept-art mood.

  6. Final step

    Completed the connected-block zoning and soft-lighting pass, then published the public MiniTown build through Sites.

Related projects