DWAPPS
A Saigon street by day in the game, scooters and taxis in line

In development · 3D

Shipper LifeCity Rush

A food-delivery shift across a 3D Saigon: rush orders, red lights, nights, rain and picky customers.

The RushGo scooter, 360 degree view

Drag, or use the arrow keys, to turn it

Your ride

A scooter, a RushGo box, an orange jacket. In the garage you change the paint, the box, the mask and the raincoat right on the 3D model.

  • Shaped like the scooters on the street, with made-up brands
  • Vehicles, people and streets are all drawn by code, no bought assets
  • Over 30 frames a second on a mid-range phone (measured 14 Oct)

Saigon by day, by night and in the rain

The map is built from OpenStreetMap: real street names, one-way streets, traffic lights. Day, night and rain are in from the first release.

The street by day The street at night, headlights and shop lights The street in the rain
  • 2,066km² of the old Ho Chi Minh City
  • 22old districts
  • 3day, night, rain
  • OSMOpenStreetMap data

A shift on the road

  • Orders on your phone

    Orders pop up on your in-game phone: shop, customer, distance, pay.

  • Vietnamese food

    Phở, bánh mì, iced milk coffee, milk tea, from the corner shops.

  • Real traffic rules

    Red lights, amber lights, one-way streets, riding on the pavement: break a rule and you pay.

  • Fuel and the garage

    Fill up, fix the scooter, dress it and yourself up.

  • Streets that change with the hour

    Morning sun, night lights, showers: the same street, never quite the same.

  • Ratings and leaderboards

    Customers rate every order; leaderboards come once the game has a server.

The in-game interface

Designed over the game's real 3D assets; not a playable build yet.

Progress

Updated 15 Oct 2026

  1. Done

    The rules and a 2D prototype

  2. Done

    The soft 3D look, drawn by code

  3. Done

    Asset wave 1: map, houses, street props, scooters, cars, people, shops

  4. Next

    Asset wave 2: landmarks, weather and light, interface, trailer

  5. Later

    Gameplay code and a playtest build

  1. Asset wave 1 done: map, houses, scooters, cars, people and shops; over 30 frames a second on a mid-range phone.

  2. The soft 3D look, drawn by code, is chosen.

  3. The game moves from 2D pixel art to 3D.

Want to play it early?

Send me an email and I'll let you know when there is a playtest build.

Email me