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.
Interactive prototype
Systems inspector
Try a few city interventions. Improving one number can put pressure somewhere else.
08:00 Blessland traffic model ready.
08:02 Select an action to advance the simulation.
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.
- 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.
Current development views
Inside the simulation
Real captures from the current project, including Blessland, the train station, and the evolving road network.
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.