Job Board
How to Play
Reach each marker. Stop inside it when the job says so. Every impact costs you money. This page is the whole manual — controls, the screen, scoring, the city, the police, the radio and every setting.
In a hurry?
W A S D to drive, Space to slide, E to get out, M for the map, G if you get stuck. On a phone the on-screen pads do all of it.
In the car
| Action | Desktop | Touch |
|---|---|---|
| Steer | A D or ← → | ◀ ▶ |
| Accelerate | W or ↑ | ▲ |
| Brake, then reverse | S or ↓ | ■ |
| Handbrake / slide | Space | HB |
| Steer by mouse | hold click and move | — |
| Recover: upright, on a road | G or R | ↺ |
| Get out | E | E |
On foot
| Action | Desktop | Touch |
|---|---|---|
| Walk | W A S D | ◀ ▶ ▲ ■ |
| Run (hold) | Shift | RUN |
| Take a car | E near it | E |
| Get unstuck | G or R | ↺ |
Combat — on foot only
| Action | Desktop | Touch |
|---|---|---|
| Fire the pistol | F | FIRE |
| Reload | automatic when empty | automatic when empty |
| Wanted level | +1 per pedestrian, +2 per officer. Decays one star every 18 quiet seconds | |
| Police response | Above zero stars, patrol cars abandon the road and come straight for you | |
Finding your way
| Action | Desktop | Touch |
|---|---|---|
| Map | M | MAP |
| Camera view | V | VIEW |
| Radio station | B | RADIO |
| Pause | Esc | ❚❚ |
Reading the screen
| Objective panel | Top left. The job name, what to do next, distance, time left and impact count. |
| Compass arrow | Points at your next objective relative to the car, not north. If it swings, keep turning until it sits at the top. |
| Speed and gear | Top right. An R badge lights while you are actually travelling backwards. |
| Minimap | Below the speed. Streets around you, your heading, and markers for jobs and landmarks. |
| Station | Radio station name. Shows “Radio off” when the radio is silent. |
| Ammo | On foot only. Rounds left out of twelve. |
| Wanted stars | Appears once police are interested. Five stars, filled and hollow. |
| Edge hint | Appears outside the bypass: which compass direction town is in. |
| Control strip | Bottom left. Dulls itself once you are moving, to stop crowding the road. |
| fps | Bottom right, desktop only. Useful for judging whether a setting is costing you frames. |
Jobs and scoring
There are 17 jobs across 5 chains. Within a chain the next job unlocks when you finish the one before it; the first job of every chain is open from the start. Locked jobs stay visible on the board so you can see what is coming.
A job gives you a set of objectives in order — drive to a place, pick something up, stop inside a marker, lose a follower, and so on. The panel tells you which one you are on. Some objectives need you to stop inside the ring, not just drive through it.
Your payout starts at the job's value and is reduced by every impact and by time wasted. Hit nothing and finish quickly and you get the full amount. Finish a job without a single impact and you are more likely to roll a clean-driving bonus.
| Best score | Kept per job in this browser. Beating it shows a star on the result screen. |
| Reward roll | After a completed job there is a chance of a small bonus — most runs get nothing extra, which is what keeps a bonus worth having. |
| Streak | Consecutive days with a finished job. Shown on the landing screen; it is a nudge, not a lock. |
| Daily route | One suggested job picked from the date, so everyone gets the same one that day. |
| Free Roam | No timer, no objective. The whole map, the ramps and the radio. |
The city
The map is a rectangle, roughly 1.4 km across. In the middle is the core: an eight-by-eight grid of blocks with the tallest towers downtown. Around it runs the bypass, a straight-sided ring road. Outside that is countryside, then an outer rectangle of lanes, and finally a wall on three sides with the sea on the fourth.
| Downtown | Centre. Tall buildings, tight streets — the hardest place to drive fast. |
| Offices | Mid-rise. Wide avenues, good for keeping speed up. |
| Residential | Low terraces. Narrow, but few obstacles. |
| Industrial | South-east. Wide sheds, long straights, rough edges. |
| Recreation quarter | Skate park with launch ramps, two open tunnels over real roads, and the swing — hit its plinth above 26 km/h and you will be thrown into the air. That one is deliberate. |
| Countryside | Hedgerows, tree-lined lanes, farms, and fourteen ponds you cannot drive into. |
| The coast | South edge. Beach, a timber pier with a T-head, and two moored boats. |
| Airfield | North-west. Runway, hangar and a control tower; the easiest landmark to navigate by. |
| The wall | Concrete parapet with a yellow hazard band on the north, east and west edges. If you can see it, you are at the edge of the map. |
Map markers use shape as well as colour: a ring is a job, a square a garage, a triangle a park, a diamond a district. The legend sits under the map on a wide screen.
Wanted level
Shooting raises a wanted level: +1 per pedestrian hit and +2 per police officer. Above zero stars, patrol cars stop following the road and drive straight at you.
Stars decay by one every 18 quiet seconds with no further incidents. There is no way to clear them instantly, so the practical answer is to drive away and stay away. The siren you can hear is your own wanted level, not a nearby car.
Radio and sound
There are ten radio stations, all synthesised live — nothing is downloaded and nothing is streamed. Each has its own tempo, key, chord progression, drum kit and melody. Cycle them with B or the RADIO button.
| In the car | The radio plays. There are ten stations plus “off”. |
| On foot | The radio is silent — it is a car radio — and a roaming theme takes over: a four-bar loop with a chord progression, a walking bass line and a melody. It is not a station, it has its own volume, and it stops when you get in the car. |
| Engine and tyres | Pitch follows engine speed; tyre noise follows slip, so a slide is audible before it is visible. |
| Siren | Volume follows your wanted level, fading in as a chase starts. |
Settings
Four volume sliders, independent of each other. They multiply, so master at 50% halves everything. All of it is saved in this browser.
| Master | Everything. Start here. |
| Radio volume | The ten stations only. |
| Effects volume | Engine, tyres, impacts, footsteps, gunshots, sirens, the city hum. |
| Walking music | The roaming theme only. Set to 0 to walk in silence. |
| Impact camera shake | Turn off if the judder on a collision bothers you. |
| Car paint | Nine swatches on the pause screen. “Original paint” restores the car's own colour. |
| Reset all data | On the Scores screen. Clears best scores. Does not clear settings. |
When it goes wrong
Nothing happens to your car automatically. If you land on the roof or wedge against a ramp, you decide when to be recovered.
| Car flipped or beached | G, R, or the ↺ button. Puts it upright on the nearest clear road — not where it was, which is the point. |
| Wedged on foot | The same key. Moves you to clear ground instead of leaving you between a wall and a kerb. |
| Lost | Outside the bypass a hint tells you which way town is. The map on M shows everything. |
| Game went black | An error panel appears with a reload button and the first line of the fault. Settings and scores survive it. |
| No sound | Audio needs one click or key press before the browser allows it. Check the master slider first. |
Tips
- The arrow points at your next objective, not at north. The minimap shows the streets around you; the full map on M shows the whole city with every job, garage, park and district labelled.
- Out of town? A line appears under the map telling you which compass direction town is in. The map is walled on three sides and the sea is on the fourth, so you cannot fall off it.
- Stuck, flipped, or beached on a ramp? Press G (or the ↺ button on a phone) — the car is put back on its wheels on the nearest clear road. Nothing happens automatically; the recovery is always yours to call.
- Holding the handbrake cuts rear grip — useful for tight city turns and for setting up a slide.
- Get out with E: you can walk, scout, climb and shoot, but jobs need the car. Your car is marked with a blue beam while you are on foot.
- Landscape is the better way to play — turn your phone sideways for a wider view of the road. Portrait works too, the camera just sees less.
- Score is payout minus penalties for impacts and wasted time. Clean driving pays.
Changelog
How the game has grown. Newest first.
About
An experiment, made for the fun of it — a homage to the original top-down GTA games.
Built in two days
The first playable version of this — the city, the cars, the jobs, the camera and the collisions — was written in a couple of combined hours across two days. Everything since has been polish on that foundation.
- The Swing. In GTA IV you could launch a car into the sky off a park swing. That was a bug, and a much-loved one. Here it is on purpose: hit the plinth in the recreation quarter above 26 km/h and you will be thrown into the air.
- Two tunnels built over real roads, wide enough to drive through at speed. Their roofs fade as you go under, so you can still see yourself from above.
- A skate park with wedge ramps that will get a car airborne.
- Any car you can reach — your own, a parked one, or someone else's.
- 17 jobs across five chains, with weather, time of day and a city that keeps moving.
- Everything you hear is generated at runtime. Ten radio stations, a walking ambience, the engine, the tyres and the sirens are all built from oscillators and noise — there is not a single audio file in the game.
Credits
| Character models | Ultimate Modular Women by Quaternius — released under CC0 1.0, and used here for the player and the pedestrians. The glossy latex leggings are ours, not part of the original pack. |
| Engine and physics | Three.js for rendering and Rapier for the physics, both open source. |
| Icons | Lucide for the interface and Simple Icons for the brand marks on the share row. |
| Everything else | City, cars, textures, terrain, layout, music and code, written from scratch for this project. |
Built by brynsites.com
Scores
Best run per job, stored locally on this device.
Settings
Audio starts after your first click. Settings are stored on this device.
CityRoamers is part of brynsites.com
Designed and built by brynsites.com
Paused
In the city
City Map
The car is you. The gold ring is your objective. Grey lines are streets.
Job complete
—
Contact
CityRoamers is one of several projects under brynsites.com. Enquiries, bug reports and ideas all go through the umbrella site, which carries the current contact details.
No address is printed here on purpose: a project page outlives the details it was written with, and the umbrella site is the one place that stays current.