Traffic simulation. Street-level survival.

Pity Please!

A systems-driven city simulation where vehicles, residents, buses, weather, police dispatch, and road networks interact to create emergent chaos.

  • Godot 4
  • Living road networks
  • Autonomous play testing
  • In active development

A city that pushes back

Traffic engineering from the curb

Plan routes and tune intersections while living inside the consequences. A stalled lane can spread into a citywide problem. Rain changes the roads. Police calls compete with ordinary traffic. Your own energy and resources keep moving while the city does.

Pity Please is about readable systems, surprising chain reactions, and the stories that emerge when no simulation behaves in isolation.

Traffic lights cycling while vehicles move through a Pity Please intersection
Signal timing changes the shape of every queue.

Interactive prototype

Systems inspector

Try a few city interventions. Improving one number can put pressure somewhere else.

Grid flow72%
Stamina84%
Police attention16%

08:00 Blessland traffic model ready.

08:02 Select an action to advance the simulation.

Road tile and routing grid from Pity Please
Road reservations and routes remain visible while you tune the network.

Autonomous play lab

The AI sees the city, then uses the controls

The training agent reads the camera and complete player state, records useful locations, and performs gameplay through the same keyboard and mouse event paths available to a player.

See, measure, and remember. Needs and inventory pressure stay beside visible objects, world positions, and navigable cell coordinates.
Play the minigame. The fishing solver holds and releases the on-screen reel button with real pointer button events.
Act like a player. Panhandling is solved with mouse position, press, motion, and release events rather than direct state changes.
Complete player state
Needs, money, body and carry weight, bag and equipment limits, pet status, and metabolism remain in context.
Route-ready memory
Seen agents, interactables, and buildings are stored with cells the pathfinder can target.
Balance pressure testing
Repeated training exposes profitable loops, dead ends, and strategies that dominate ordinary play.

Built in public, tested carefully

The city is still taking shape

Pity Please is in active development. Current work centers on the Godot 4 migration, simulation stability, visual QA, and repeatable platform builds.

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