Velvet Circuit

Play a courier hunting a lost pattern in a rainy canal city: take errands, scan clues, and talk with residents. Copy the prompt and build it with Kimi.

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Generate a narrative exploration game about a courier in a rainy canal city

Swap to a Desert Oasis Town

Trade the rainy canals for an oasis at the desert's edge.

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Narrative production note — Set the game in a rainy canal city threaded with textile awnings, where the player is a courier searching for a missing pattern. Make Velvet Circuit a walkable district game with errands, resident conversations, clue scanning, a map, journal, reputation, and inventory; a short-range energy weapon handles danger when needed. Use the opening job of meeting Neri at a noodle bar as the hook. Support WASD, mouse look, sprint, interaction, scanning, and firing. Build the identity from woven light and wet stone, with renamed characters, districts, objects, and wholly original art. Move the setting from the rainy canal city to an oasis town at the desert's edge, with streets of wind-chime corridors and ochre arcades, and weather effects of falling sand and heat haze. The courier becomes a traveler delivering patterns between caravans, and errands and resident dialogue revolve around desert trade. Keep the map, journal, reputation, and inventory features unchanged, and rename all places and characters. 
Add Stealth Tail Missions

New errands where you tail targets unseen.

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Narrative production note — Set the game in a rainy canal city threaded with textile awnings, where the player is a courier searching for a missing pattern. Make Velvet Circuit a walkable district game with errands, resident conversations, clue scanning, a map, journal, reputation, and inventory; a short-range energy weapon handles danger when needed. Use the opening job of meeting Neri at a noodle bar as the hook. Support WASD, mouse look, sprint, interaction, scanning, and firing. Build the identity from woven light and wet stone, with renamed characters, districts, objects, and wholly original art. Add stealth-tail missions to the errand system: the player must follow a target resident through crowds while keeping distance; entering the target's line of sight builds a suspicion meter, and a full meter fails the job. Place awnings and crates as hiding spots along the route, and reward completion with a rare pattern clue. 
Switch Text to English

All dialogue and UI rewritten in English.

Try Kimi Build
Narrative production note — Set the game in a rainy canal city threaded with textile awnings, where the player is a courier searching for a missing pattern. Make Velvet Circuit a walkable district game with errands, resident conversations, clue scanning, a map, journal, reputation, and inventory; a short-range energy weapon handles danger when needed. Use the opening job of meeting Neri at a noodle bar as the hook. Support WASD, mouse look, sprint, interaction, scanning, and firing. Build the identity from woven light and wet stone, with renamed characters, districts, objects, and wholly original art. Rewrite all resident dialogue, journal entries, errand text, and interface copy in natural, fluent English, keeping the rainy city's suspenseful mood and each character's personality. Use italics for the key clues in the opening noodle-bar job so non-native players can spot what matters.