A car-themed economic life simulation where you hustle your way from poverty to prosperity.
Start as an 18-year-old with nothing but a broken-down vehicle salvaged from a scrapyard. Buy, fix, flip, race, and negotiate your way to the top. Victory is measured by days elapsed - reach your goal fastest.
The ultimate aspiration: the Ferrari 250 GTO (~$70M).
- Negotiation - Read NPC personality traits, use multi-dimensional trade levers
- Car Flipping - Buy low, repair, sell high
- Road Trips - Top Gear-inspired content creation for engagement and income
- Resource Management - Balance money, energy, and time
- Stat Progression - Charisma, Mechanical, Fitness, Knowledge, Driving (see Shitbox_Skills.md)
- Scrapyard - Labor, scavenge parts, find project cars
- Garage/Workshop - Store and repair vehicles
- Auction Lot - Bi-weekly car auctions
- Bank - Savings, investments, loans
- Showroom - Buy new cars, work as dealer
- School/Library - Training and licenses
- Gym - Fitness training
- Film School - Cinematography for content creation
- Electron + React + TypeScript
- Zustand for state management
- Data-driven design (JSON configs)
- Pure engine logic separated from UI
src/
engine/ # Pure game logic (no React)
store/ # Zustand state management
ui/ # React components
data/ # JSON config files
electron/ # Electron shell
- Data-driven - All tunable values in JSON
- Engine/UI separation - Core logic has zero React dependencies
- Deterministic - Same state + action + RNG seed = identical results
- Serializable - Entire game state can be JSON stringified
- Event-sourced - Actions logged for replay/debugging