
Our city-mystery prototype turns a 3D city into a case to solve: read the newspaper, compare evidence, talk to people and make decisions through an in-game phone.
Overview
Build a mystery that asks the player to understand a situation. The starting envelope supplies a character, a city and a problem; the player then follows details in conversations, receipts, letters and a newspaper to choose what to do next. This is VITON13's own prototype.
The current quest catalogue contains four implemented stories and a roster of 26 Russian cities. The team setup accepts one to eight participants sharing a screen. The playable interface combines a procedural 3D city, dialogue choices, an evidence collection, travel and eight smartphone apps.
4
implemented story modules in the quest catalogue
Source: Local game source and UI capture, 2 October 2026
26
cities in the Russian city roster
Source: Local game source and UI capture, 2 October 2026
1–8
participants in the shared-screen team setup
Source: Local game source and UI capture, 2 October 2026
8
apps on the quest smartphone home screen
Source: Local game source and UI capture, 2 October 2026
Approach
The city is rendered with three.js; the interface, story definitions and save system use JavaScript modules. We connect the current objective, the evidence collection and the phone to the same story state. Typographic newspapers and receipts make a document part of the investigation rather than an unreadable decoration.
Gallery
Results
On 2 October 2026 we opened the local game, started the free story and captured the opening envelope, character brief, city, conversation choices, evidence collection, newspaper and smartphone. The gallery shows real game screens. Existing story illustrations are AI-generated artwork from the game's own asset folder.
What this does not prove
Our own playable prototype. The project is a playable prototype with fictional people, documents and money. Catalogue prices demonstrate the interface; there is no real payment integration. The two-hour setting is a design target and session timer. This capture session does not establish completion time, full campaign coverage, player demand or sales.
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