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A car-themed economic life simulation game where you hustle your way from poverty to prosperity

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Shitbox

A car-themed economic life simulation where you hustle your way from poverty to prosperity.

Concept

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).

Core Mechanics

  • 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)

Locations

  • 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

Tech Stack

  • Electron + React + TypeScript
  • Zustand for state management
  • Data-driven design (JSON configs)
  • Pure engine logic separated from UI

Architecture

src/
  engine/     # Pure game logic (no React)
  store/      # Zustand state management
  ui/         # React components
data/         # JSON config files
electron/     # Electron shell

Design Principles

  1. Data-driven - All tunable values in JSON
  2. Engine/UI separation - Core logic has zero React dependencies
  3. Deterministic - Same state + action + RNG seed = identical results
  4. Serializable - Entire game state can be JSON stringified
  5. Event-sourced - Actions logged for replay/debugging

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A car-themed economic life simulation game where you hustle your way from poverty to prosperity

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