Tagline

A city does not rise because of one giant miracle. It rises because somebody keeps showing up.

Inspiration

ReLife: CityRise was inspired by the connection between rebuilding your life and rebuilding the world around you.

A city does not fall apart all at once. It happens little by little. A park gets ignored. A market starts to struggle. A neighbor stops feeling seen. A street loses its warmth. People slowly stop believing the place can become better.

A home can feel the same way.

I wanted to turn that real feeling into a game — not as something heavy, but as something hopeful. ReLife: CityRise starts with one simple question:

What if taking care of your life could visibly change the world around you?

What It Is

ReLife: CityRise is a mobile-first life-and-city simulation game for Meta Horizon Worlds. Players begin with a messy starter apartment and a fading city. They complete apartment tasks, work short job challenges, help NPC residents, earn Luma, and unlock Homeprint upgrades.

Homeprint is the signature system. It connects the player's personal space to the city itself.

  • A plant in your home can lead to flower planters on Main Street
  • A cleaner kitchen can improve market-related tasks
  • A warmer apartment can inspire safer, brighter streets

The player is always building two things at once: their life, and their city.

What Makes It Different

Most simulation games let players decorate a home or grow a town — but those systems often feel separate. ReLife: CityRise connects them.

Your apartment is not just a room. It is the blueprint.

The way you live at home shapes what your city can become:

  1. Care for your home
  2. Help your neighbors
  3. Earn Luma
  4. Spread your Homeprint
  5. Unlock city improvements
  6. Watch the world around you rise

The goal is not just progression. The goal is pride.

How I Built the Project

For this design competition, I built ReLife: CityRise as a complete pre-production package — core loop, progression systems, Homeprint mechanic, Luma economy, first 15-minute player journey, UI direction, visual identity, NPC story moments, social Showcase Hub, and production plan.

The MVP is intentionally mobile-first and buildable:

  • Clean UI screens
  • Tap-based tasks
  • Visual state changes
  • Short job challenges
  • Saved player progress
  • Lightweight social features
  • A focused city transformation loop

What I Learned

The biggest thing I learned is that a strong game idea gets better when it becomes more focused. The project became better when I locked onto the emotional core:

Your home becomes the blueprint, your choices generate Luma, and your city rises as a public reflection of how you live.

That one idea shaped every major design decision.

Challenges I Faced

The biggest challenge was making the game feel original without making it unrealistic. I wanted the concept to feel emotional, social, and visually satisfying — but the MVP had to stay buildable.

That meant cutting features that were exciting but not necessary for proving the core loop: full 3D movement, deep real-time multiplayer, vehicles, and large simulation systems.

The final result is a game about small acts that create big change. ReLife: CityRise is built around one belief: when you start taking care of what is in front of you, the world around you can start rising too.

Built With

  • game-systems-design
  • meta-horizon-worlds
  • mobile-game-design
  • pdf
  • player-journey-mapping
  • production-planning
  • ui/ux-design
  • visual-concept-design
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