CLOSE
ASHGROVE
A walkable town. 13 house types, three of each, plus 10 civic buildings — 49 in all, and every one has a solved interior you can walk room to room — and the town's people and their pets walk it alongside you.
LIVING TOWN
Ashgrove keeps a 24-minute town day that begins at breakfast when you arrive: people walk to work, school, the shops and the park, dogs tag along on errands, cats hold the yard. Face someone and E talks to them. At the builders' yard you can take the builder seat (E), work a shift each day (E), or hand it back (Q) — skip about four days and the builder you displaced reclaims it.
CONTROLS
| WASD | walk · Shift run · Space jump |
| mouse | look (click canvas to capture) |
| E | open / close the door you're facing |
| G | inspection layer — grid, IDs, collision boxes, float/bury report |
| M | edit mode — see below |
| O | inspect building — orbit the one you're facing |
| F | tour — a scripted flythrough of the whole town |
| T | teleport box · C copy your coordinate |
| J | town status — stocks, jobs, recent events |
| N | toggle night · H this help · P hide HUD (screenshots) |
| touch | left stick walks, right half of screen looks, USE = doors |
The ≡ TOWN button (J) opens the town status panel — pantry stocks, job seats and recent events, read live from the sim. ⚙ SETTINGS holds look sensitivity, invert-Y, quality, the clock, night, the NPC layer, and a world reset.
EDIT MODE — M
Every piece of furniture is its own object with its own ID. Point at one and it highlights; click to select.
| drag | slide it around the floor (5 cm snap) |
| QE | rotate 15° · mouse wheel does the same |
| [] | raise / lower 5 cm |
| X | hide it · Z put it back · Shift+Z reset everything |
| touch | tap to select, drag to move, buttons for the rest |
Edits save to this browser and survive a reload. Collision and the inspection box follow the object, so a chair you drag into a doorway really will block you.
INSPECT A BUILDING — O
Puts the building you're facing on a turntable. Drag to orbit, wheel or pinch to zoom, right-drag to pan.
| 1–5 | front · side · aerial · roof plan · eave detail |
| R | x-ray — lifts every roof and ceiling off so you can see straight down into the rooms |
| , . | previous / next building — walk the whole town without walking |
| SPIN | slow auto-rotate, for looking at roof planes and eave details |
| Esc | back to walking |
TOUR — F
A ~2 minute scripted flythrough: 27 shots over the town and 12 buildings, alternating between the normal view and the inspection layer so you see the thing and then the data about it. , . skip shots, Esc stops.
ADDRESSING — say these to an agent
Every asset carries a permanent ID and the world sits on a 4 m grid.
| G14-09 | grid cell, column 14 row 9 (4 m cells, origin SW) |
| B07 | building 7 (H07 and L0-H07-R3 also parse) |
| B07-L1-R03 | building 7, level 1, room 3 |
| B07-L0-D02 | door 2 · -N window, -W wall, -F furniture, -K roof |
| TREE0042 | props: TREE, LAMP, CAR, HYD, BENCH, SIGN, FENCE, MAIL |
So "I'm at G14-09. Door B07-L0-D02 isn't aligned with wall B07-L0-W12" is a fully resolvable bug report — hit COPY REPORT in the inspect panel and paste it.
WHY THE HOUSES DON'T BREAK
No blueprints were scraped. Each floorplan is solved at runtime against a real dimension code book (door 813×2032, ceiling 2440, hall ≥1067, bedroom ≥7.0 m² + egress window, stair 190.5/254) and then validated: room area, hall width, reachability from the front door, and float/bury against the slab. Failures are printed in the inspection panel instead of silently shipping.