booting…
✕ MENU
? HELP
≡ TOWN
⚙ SETTINGS
G INSPECT
M EDIT
O INSPECT BLDG
F TOUR
orbit
FRONT
SIDE
AERIAL
ROOF
EAVE
‹ PREV
SPIN
X-RAY
NEXT ›
EXIT
STOP
point at a piece of furniture
⟲ Q
⟳ E
X HIDE
Z RESET
RESET ALL
RUN
USE

INSPECTION LAYER

TELEPORT

GO
COPY REPORT
COPY MY COORD

VALIDATION

CLOSE

TOWN STATUS

CLOSE

SETTINGS

look sensitivity 1.00
invert Y
qualityauto = device default · applies on reload
town clock
night
NPC layerdisplay only — the sim runs regardless

DANGER ZONE

reset the worlddelete the saved town and refound
RESET
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

WASDwalk  ·  Shift run  ·  Space jump
mouselook (click canvas to capture)
Eopen / close the door you're facing
Ginspection layer — grid, IDs, collision boxes, float/bury report
Medit mode — see below
Oinspect building — orbit the one you're facing
Ftour — a scripted flythrough of the whole town
Tteleport box  ·  C copy your coordinate
Jtown status — stocks, jobs, recent events
Ntoggle night  ·  H this help  ·  P hide HUD (screenshots)
touchleft 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.
dragslide it around the floor (5 cm snap)
QErotate 15°  ·  mouse wheel does the same
[]raise / lower 5 cm
Xhide it  ·  Z put it back  ·  Shift+Z reset everything
touchtap 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.
15front · side · aerial · roof plan · eave detail
Rx-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
SPINslow auto-rotate, for looking at roof planes and eave details
Escback 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.
G14-09grid cell, column 14 row 9 (4 m cells, origin SW)
B07building 7  (H07 and L0-H07-R3 also parse)
B07-L1-R03building 7, level 1, room 3
B07-L0-D02door 2  ·  -N window, -W wall, -F furniture, -K roof
TREE0042props: 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.

ASHGROVE

initialising