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🌃 NIGHT CITY — Pixel Edition

Collect iron. Buy chrome. Own the streets.
A pixel-art cyberpunk action RPG that runs entirely in your browser —
zero dependencies, zero asset files, one neon-soaked city generated from code.

license: MIT vanilla JS procedural moddable AI contributions welcome

🎮 PLAY NOW — yeahdongcn.github.io — desktop or phone (twin-stick touch controls appear automatically)

Vehicular combat: blood tire-tracks across an intersection, loot drops glowing in the rain

Run a Scav pack over at full speed — the blood stays on the asphalt, the loot is yours.

What you do

Pick your V, roll a random starter kit, and work Night City: hunt bounties, take down cyberpsychos for one-of-a-kind iconic weapons, crack gang hideouts and loot crates, race the Barghest to Militech airdrops over Dogtown — then spend every eddie at the gun store, the autofixer, and the ripperdoc.

  • 🔫 39-weapon database — power / tech (piercing) / smart (homing) classes, 8 cyberpsycho-only iconics, a hidden talking pistol, and 4 cyber-arm weapons (Mantis Blades, Gorilla Arms, Monowire, launcher)
  • 🚗 12 vehicles with drift physics, full-body run-over combat, blood decals, and street delivery on V
  • 🦾 17 cyberware implants — Sandevistan bullet-time, Berserk, Kerenzikov, Optical Camo, Second Heart, Smart Link, and more, most with 3 upgrade marks
  • 👁 Real stealth — enemies have view cones, wall occlusion, suspicion meters, and last-known-position searches; melee takedowns hit 2.5×; dive into district flora to vanish from sight
  • 🏢 Enterable buildings — GTA-style roof reveal, walk-in shops with vendors, furnished interiors, gang dens
  • 🌧 Random weather — clear nights, storms, fog, acid drizzle, smog; fog genuinely shortens enemy vision
  • 📻 5-station MIDI radio, joytoys & the CLOUDS dollhouse, six districts with their own gangs and danger ★ ratings
  • 💾 Autosaves to localStorage · 🧩 mod API so players become creators

Gallery


Jack in

Choose your V

Walk-in shops: Wilson's gun racks

Jig-Jig Street & the CLOUDS dollhouse

Militech airdrop inbound over Dogtown

Storm over the City Center

Run it

git clone https://github.com/yeahdongcn/night-city-pixel && cd night-city-pixel
./run.sh                      # serves on http://localhost:8080
# or: python3 -m http.server 8080   ·   or: npx serve .   ·   or just open index.html

Desktop: keyboard + mouse (click once to enable audio). Mobile (iPhone/Android): touch is auto-detected — left stick moves/drives, right stick aims (push past 55% to fire), on-screen buttons handle dash/interact/heal/abilities, and menus are tap + drag-to-scroll. Landscape recommended; add to home screen for fullscreen.

Controls

Key Action Key Action
WASD Move / drive Q OS ability (Sandevistan / Berserk)
Mouse + LMB Aim / fire / swing F Optical camo
Space Dash (handbrake in car) C MaxDoc heal
R Reload E Interact
1/2/3 · wheel Weapon slots V Summon / enter / exit vehicle
N Radio dial TAB Inventory · collections · stats
M Mute ESC Pause

Mods — players become creators

The game ships with a mod loader: edit mods/mods.js, refresh, done. Add weapons, vehicles, cyberware, radio stations, and event hooks — they appear in the shops, the collection database, the garage, and on the radio dial. No build step. Full API + a working sample mod: MODDING.md.

Contributing — humans and AI agents welcome

This game was built almost entirely by an AI coding agent (Claude) pair-programming with a human director — so AI-assisted and fully agentic PRs aren't just tolerated here, they're the house style. Bring your own agent.

  • Agents: read AGENTS.md first — project map, invariants, and the rules that keep saves and determinism intact.
  • Everyone: node test/smoke.js must stay green, keep the zero-dependency / zero-binary-asset rule (all art and audio are procedural), and bump the ?v= cache version in index.html when you ship.
  • Content additions (weapons/cars/stations) are usually better as mods; engine PRs should come with smoke-test coverage.

Tech notes

  • 640×360 internal canvas, HiDPI-aware integer scaling (image-rendering: pixelated), custom 3×5 bitmap font.
  • 128×128-tile city pre-rendered to offscreen canvases (deterministic seed so saves stay valid); per-building fading roof layers for interiors; two-pass entity rendering for correct facade depth.
  • WebAudio: every sound synthesized; the radio is one 64-step sequencer driven by station data.
  • node test/smoke.js — headless simulation of every system (combat, stealth, shops, driving, psychos, airdrops, weather, save/load) against stubbed DOM/canvas.
  • Debug URLs: ?autostart, ?demo, ?charsel, ?indoor, ?jigjig, ?airdrop, &wx=storm|fog|acid|…, &v=f.

License

MIT (see LICENSE). Unofficial fan tribute inspired by Cyberpunk 2077 — not affiliated with or endorsed by CD PROJEKT RED. All code, pixel art, and audio are original; in-universe names appear in a non-commercial fan context.

About

Pixel-art cyberpunk action RPG in pure vanilla JS — collect iron, buy chrome, own the streets. Zero deps, all art & music procedural, moddable, AI-agent-friendly. Unofficial fan tribute.

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