Inspiration
Circuit City: Clash was inspired by Disney’s Toontown Online, a game I loved for its mix of social spaces, quirky humor, and collaborative gameplay. I wanted to reimagine that experience for mobile — something that blends adventure, stealth, and co-op puzzle-solving, but in a world shaped by today's concerns.
Where Toontown took a swing at "Corporate America" in the early 2000s, Circuit City: Clash explores a future where AI and automation have been weaponized by a corrupt megacorporation: Haven. You and your fellow citizens go undercover in robot-run factories to sabotage their systems, rescue trapped NPCs, and fight back to take back the city
What it does
Circuit City Clash is a mobile-friendly, multiplayer adventure game set in a vibrant yet oppressed cyber-metropolis. Players go undercover as citizens-turned-rebels, infiltrating robot-run factories controlled by the sinister Haven Corporation.
In this fast-paced game, players can:
Team up or go solo to infiltrate corporate-controlled factories filled with traps, puzzles, and patrolling bots
Solve puzzles using UI interactions and grab mechanics to avoid detection
Tackle unique levels like Save the NPC—a co-op rescue mission—and Coffee Run, a stealth-based minigame where players deliver sabotaged brews to factory bots
Collect data chips and coins (Lira) to build their robot disguises and earn access to Haven’s top-secret HQ in future updates
Take on quests, complete challenges, and climb the leaderboard for clout and rewards
Explore Circuit City between missions—hang out at the rooftop club and pool, help clean up neglected areas, and uncover the city’s forgotten past
Players can also visit the City Museum and interact with NPCs to piece together the lost history of Circuit City, learning how the Iron Warden AI and Haven Corporation seized control.
How we built it
Built using the Desktop Editor + Typescript ♥
Challenges we ran into
One of the biggest challenges was working around limited bot animation. I had to design puzzles and enemy behavior that felt dynamic using only simple patrol logic and visual feedback. Learning Blender, 3D scene setup, and Horizon’s scripting system all at once was also a major learning curve. I spent a lot of time optimizing the UI and puzzle designs to work well on mobile, where input is limited to tap-based interactions — no drag/drop or typing. Designing modular levels that are both scalable and stable in Horizon’s environment also took some iteration -- and more in the future.
Another challenge was dealing with many issues in the desktop editor during the last two weeks of the competition. Productivity came to a halt, and I wasn't sure if I could make it with an MVP as I had hoped with minimal bugs and more time to test focused interactions A few levels like were cut to reduce the scope and address bugs, and towards the end,
Accomplishments that we're proud of
I'm happy I managed to go from concept to a published world in 2 months, all by myself. I'm new to Blender, 3D games, and so forth, so while there was a learning curve, I managed to push through!!
What we learned
I learned to design engaging puzzles and systems within tight input and animation limitations. I developed a better understanding of level design and pacing, especially for short, replayable missions. I also realized how much narrative and personality you can pack into a small world through environment design, UI prompts, and bot behavior. I also learned more about texturing within Blender, and I hope to get better in the future
What's next for Circuit City: Clash!
I’m really excited to keep building on Circuit City Clash with more levels, characters, and surprises hidden all around the city. Some upcoming levels include:
Escape runs where you race out of exploding factories
Bot disguise puzzles where you copy NPC routines to sneak past scanners
- Escort missions to help rebel engineers escape
A high-stakes Bullion Run in Haven’s financial district full of lasers and loot
I’m also bringing in animated meshes soon to makethe bots more alive and expressive during missions and around the city
Other stuff I’m working on:
A massive multiplayer boss fight where players team up to take down the Haven CEO
A city shop with cyberpunk outfits, gear, and rare cosmetics
More quests and story moments tied to the museum and hidden NPCs
Streamed-in buildings and areas that unlock as you explore or trigger events
Built With
- ai
- blender
- horizon
- typescript





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