← Back to the village

A village full of stories.

Meet characters, give a station passenger a lift, solve village and castle mysteries, choose a special car, load a log trailer or drive a train. Twenty-one stories join the coastal, helicopter and star trails. One depot round lets you choose up to four parcel destinations.

Real geography, approximate scenery

Road centre lines, 626 building footprints, railway tracks, platform outlines and shoreline come from OpenStreetMap, retrieved on 17 October 2026. The road area is about 1.90 × 1.89 km. Source geometry is preserved, but mapped does not mean surveyed or guaranteed current.

Background hills use 504 measured SRTM elevation samples. Profiles cover the Clyde and hills towards Port Glasgow, compressed into a camera-relative skyline. They are a sparse backdrop, not drivable terrain. Village ground remains flat.

Buildings have varied roofs, windows and materials; 780 authored trees follow mapped woodland, burns and residential planting patterns checked against aerial views; individual stems are inferred. Landmarks, gardens, facades and heights remain approximate. The station footprint is illustrative. This is not an aerial reconstruction or photogrammetric survey.

Local references identify Cardross Autos by the Post Office and Cardross Motors near the Carman Road junction. Exact forecourts and facades are not verified. Game petrol pumps, car collection, jetty, buoys, helipad, signals and individual planting are authored play features, not real services or access permission.

Characters, interiors and stories are fictional. A local electric train follows a mapped track; Shinkansen-, ICE- and TGV-inspired fantasy visitors use the second track. The controllable 3 km train interlude is a separate fictional training railway. None of these visitors or journeys describes actual local train services.

The Cardross Underground is an imagined 1.8 km, five-stop loop, with its own orange trains and tunnels. The special bullet platform leads to a separate 4.8 km express interlude. Neither is a real railway proposal. The farm field and extra sawmill yard roads, fences and weighbridge are authored game facilities; the original map data is unchanged.

Eight mapped burn bridges and one culvert have visible stone details; road height remains simplified. The farm entrance is west of the school. Cardross Airport, Spaceport and the Amazon-themed game depot are fictional edge-of-village gateways. Fly an original Emirates-inspired double-deck airliner to stylised Dubai or Tokyo, or take a rocket to the Moon or Mars and return to Earth. Travel distances and times are deliberately shortened. No official aircraft, vehicle or company assets are used or affiliation implied.

Across the Clyde

Boat adventures now visit Ferguson Marine in Port Glasgow, Newark Castle, Greenock Custom House Quay and Ardmore Bay on a separate Clyde chart. Shorelines and landmark positions come from OpenStreetMap; journeys use a quarter-scale map for shorter play. Buildings, hills, jetties, wildlife, boat-building activities and passenger services are illustrative inventions. They do not imply real ferry services, safe landing places or permission to enter the shipyard.

The two-castle mystery has an entirely fictional passage under the Clyde from Newark Castle to Kilmahew Castle. No such tunnel or entrance is represented as real. Kilmahew’s ruins are unsafe and closed according to the estate; this adventure provides no real-world access route. Read an original AI-generated parchment map, search an imagined courtyard for the tide-key and ivy arch, solve the wave and leaf doors, and discover a treasure chest at Kilmahew. Return to the waiting village car to collect pretend coins.

The golf clubhouse keeps its mapped footprint. Its white, flat-roofed form and glazed rooms follow the Historic Environment Scotland listing LB42910; heights and detailed proportions remain illustrative. Follow the golf entrance sign to a separate three-hole practice game. Its holes and playing layout are invented, not a copy of the real course.

Controls

In the Clyde journeys, Shift or the Boost button accelerates; Space brakes. The large speed display reads mph. The old map pauses the castle adventure while it is open. Golf uses Left/Right to aim, Up/Down or the power slider to choose power, and F or Take the shot to hit. Complete the three-hole scorecard for 80 pretend coins; leaving early earns none.

Arrows/WASD drive or walk; Space stops; Shift boosts; R rescues. Stop and press F, or use the action button, to visit places or enter nearby vehicles. M opens adventures, V vehicle destinations and N your clue notebook. Escape/P pauses. Z/C select indicators, X hazards and L headlights.

At the garage choose a car or truck, fill the tank and press Ready to drive. The four special cars are original, unbranded models inspired by favourite manufacturers; no official manufacturer assets are used. Fuel drains over distance. At 15% a warning light and gold-dot garage detour appear. Leaving a garage with at least 30% restores the current adventure; a heavy vehicle on a distant route may still need the fuel van. Rescue and a friendly fuel van prevent empty-tank dead ends. Two electric cars use a battery gauge and the garage Charge button. The timber trailer needs three separate loading and unloading actions: follow TIMBER ENTRY, stop on the blue weighbridge, collect the waiting timber truck if needed, then load each bundle. Follow EXIT to the hall workshop.

Walk to the gold circle inside a building to speak. Back outside returns to the car. In the train view, Up applies power and Down/Space brakes; stop at both stations. Return to village brings back the waiting car. Leaving early does not complete the mission.

Friendly dogs can also be petted around the village. In Harvest helpers, cut all golden patches with the combine, return to the hub, change to the tractor, collect grain and unload at the barn.

Drive to the sawmill jetty or Geilston Hall and board with F. Boats use arrows and Space. Helicopters add Q to rise and E to descend. Sky rings are at 35 m; return to the H and descend to land. Stop at the dock/pad to return to your road vehicle.

Pause offers day, sunset, night and seven fictional weather choices. Changing weather moves through a repeating sequence while you explore. Lighter graphics removes shadows; default detail caps resolution at 1.25×; Extra sharp allows 2× on faster hardware. There are small-screen driving/flight/train buttons, but not every keyboard shortcut has touch parity.

New activities include a six-child school bus run and separate speedboat, ferry and jet-ski routes. Missions earn pretend coins. Open the coin workshop to buy three levels of car speed/handling or train speed/brakes; nothing costs real money. The roadside camera issues a friendly game ticket without taking coins. Loading and conversation panels sit beside the action.

Flight and space controls: arrows steer and change thrust, Q climbs, E descends, Space slows. Follow the rings and runway/landing marker. F collects a space sample or completes the return; the Return button always allows an early exit without mission credit.

Credits and data

Map data © OpenStreetMap contributors, ODbL 1.0. Local downloads: adapted geographic database, coastal database, Clyde shoreline database and provenance, garage/place provenance and hill samples and provenance.

Elevation data: NASA/USGS SRTM, accessed through Open Topo Data SRTM90m. Data limitations, source queries and provenance are retained with the downloadable geographic data. Rendering uses Three.js r170, MIT licence. Textures and geometry are authored in this project. The fictional treasure-map illustration was generated for this game with OpenAI image generation on 24 October 2026.

Architectural references include Historic Environment Scotland, Acuitus, council/local venue records and Geograph. Google map and Street View images were consulted as visual references. Google Maps aerial views (displayed Airbus, Getmapping and Maxar credits; capture date unknown) were consulted for broad canopy character and distribution in October 2026. No photograph, screenshot pixel or Street View file is bundled; this does not establish redistribution rights for those images.

Your privacy and prototype limits

No accounts, analytics, advertising, chat, real-money purchases, location tracking or cookies. Earned pretend coins and car/train upgrade levels are saved only in this browser’s local storage. Runtime assets load locally; external credit links open only when clicked. Active missions reset on reload; coins and upgrades remain. Clearing this site’s browser data resets the wallet.

WebGL 2 is required. Readability and handling may vary by device. Younger players may need help with the controls. Simplified ground and collisions make this a forgiving game, not navigation or road-safety training.

Cardross 3D · v0.6.1 · Public game · 24 October 2026