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WORLD CAMP · Off-road Camping Simulator

Drive off-road and pitch camp in 3D. Pick a spot at one of 15 places from a Mt Fuji lakeshore to alpine meadows and aurora fjords, pitch your tent and tarp step by step from ground sheet to poles, pegs and tension, relax by the fire with music, then strike camp in reverse. Send friends your camp link and they can pitch next to you.

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What is it?

Drive off-road and pitch camp in 3D. Pick a spot at one of 15 places from a Mt Fuji lakeshore to alpine meadows and aurora fjords, pitch your tent and tarp step by step from ground sheet to poles, pegs and tension, relax by the fire with music, then strike camp in reverse. Send friends your camp link and they can pitch next to you.

WORLD CAMP is a 3D camping simulator set beside the roads of WORLD DRIVE. You choose one of 15 campsites from a photo list with theme filters or from pins on a world map, pick a car, its colour and an arrival time, then leave the road and drive a dirt track to one of three levelled pitches.

The heart of it is the pitching order. A mini dome, a large tunnel shelter and an air tent each go up in five phases — ground sheet, door direction, poles or air beams, pegs, guy-line tension — and a hexa or recta tarp must stand on a main pole and two pegged lines before its sides are finished. A step taken out of turn simply does not happen: it counts as a mistake and the game shows what comes first. Hammer timing, line tension, door direction and beam pressure are scored as quality.

Afterwards you furnish the pitch, light a fire, play music from a speaker and let the sky turn to night, then strike camp in exact reverse and drive out to log the trip. A link lets a friend tour your finished camp or pitch a tent beside it.

Gameplay video and screens

Recorded from the live game — real play, not a mockup.

How to play

  1. Drive: push the stick (anywhere in the lower left) up to go, down to reverse, sideways to steer. Stop at pitch A, B or C (the light columns) and tap 'Camp here'.
  2. Tent: ground sheet → door direction → poles → pegs → tension. A wrong order is pointed out and counted as a mistake.
  3. Peg opposite corners in turn (shelter: rear → front → sides). Hammer when the marker is centred for a perfect hit.
  4. Tarp: raise a main pole, then peg its two guy lines so it stands; finish the sides with poles or lines.
  5. Décor: a table, a chair and a fire pit are required; lanterns, speaker, bunting and string lights are up to you. Line décor hangs between two points you pick.
  6. Relax: sit and take in the view, light the fire, play music on the speaker and let the day turn to sunset and night. Take a photo or send an invite link so friends can visit your camp.

Modes

Go camping
One trip from the road and back: choose a campsite, a car, its colour and a morning, midday or afternoon arrival, then drive in, pitch, decorate, relax and strike camp. It ends with a camp score out of 100 and an entry in your camp journal.
Visit the camp
Opens a campsite from an invite link, or from your own journal, at the time of day it was saved. You can orbit it or sit in the owner's chair; nothing is scored.
Camp next to them
Loads a friend's campsite with their camp finished on its pitch, which is marked as taken. You drive in to one of the other two pitches and make a full trip of your own.

Controls

ActionMouse & keyboardTouchGamepad
DriveW/S or ↑/↓ to go and reverse, A/D or ←/→ to steerStick in the lower left: up, down, sidewaysRT/LT, left stick
BrakeSpacePush the stick the other wayB or X
Camp here / finish at the roadEnter or E'Camp at pitch' / 'Finish the trip here' buttonA
Auto drive on/offT'Auto drive' buttonY
Do a taskClick the 3D marker or the button below (Tab, Enter)Tap the marker or the buttonD-pad, A
Move or turn sheet, tarp, itemArrow keys or WASD; Q/E to turnDrag, or the arrow and ↺↻ buttonsD-pad to the buttons, A
Raise or lower (hold)Hold SpacePress and hold the buttonA (one press)
Set guy-line tensionSlider, or ←/→ in 5% stepsSlider or −/+D-pad to −/+, A
Look aroundDrag empty space, wheel to zoomDrag, pinch to zoom—
PauseP or Esc⏸ at the top leftStart

Good to know

  • Door to the view, back to the wind — watch the 🏞️ and 🌬️ marks when you set the door.
  • Tension into the green only; too tight strains the poles.
  • Close the air tent valve near the target pressure; overdo it and the safety valve hisses (a mistake).
  • Strike in reverse — douse the fire, release tension, pull pegs, remove poles in reverse order.

Strategy tips

Aim the door at the view

Each pitch's wind blows from 99° to 153° off its view direction, so a door turned straight at the view always has the wind behind or beside it. View is 60% of the door score and wind 40%, and swinging the door far toward the wind side can cost both.

Hit on the rhythm

The hammer marker moves fastest through the centre, so time the hit from the swing instead of chasing it. It speeds up 8% after each hit, and a peg's two hits are averaged; above 0.85 counts as 'Perfect!'.

Count the tension taps

Lines start at 30% and + adds 5%, so eight taps reach 0.70, just short of the best value of 0.72. Anything from 0.62 to 0.82 scores at least 0.75, while 0.90 drops to about 0.53.

Close the valve in the green

A pump stroke adds 0.85 to 1.1 psi, the green band is 6 to 8 psi, and passing 9.5 psi opens the safety valve and counts a mistake. From the fifth stroke on, watch the needle and close the valve as soon as it is in the green.

Peg a tarp pole before the next

The pairs rule accepts only pole 1, its two lines, then pole 2 and its two lines. At teardown it runs backwards: pole 2's two guy pegs, pole 2, then pole 1's pegs and pole 1.

Teardown is only about order

Teardown tasks carry no quality score, so its 15 points drop only with mistakes, about 1.2 each. Remember the pole orders: the dome sheds fly and brow pole, is lowered, then loses its X poles; the shelter is lowered, then rear, front and middle arches; the air tent empties front and rear beams before the middle.

Easy décor and relax points

Décor pays 2 points per kind of item plus up to 4 for extra copies, capped at 15, so six kinds plus three extra chairs fill it. Relaxing pays 3 for lighting the fire, 3 for music, 2 for sitting down and 2 for staying until dark; sunset alone is not dark enough, so move the time on to night.

At a glance

Genre
Explore & simulate
Players
1
Price
Free
Available languages
Korean · English · Japanese · Chinese · Spanish
Platform
Web browser (no install)

Developer notes

One world for two games

The places are WORLD DRIVE's own code — terrain, sky, water, grass, props, landmarks and cars, 27 files — copied from its last commit and never edited here. The camping game hooks into the build instead: it flattens each pitch just before the terrain mesh is made, so the mesh, grass and shoreline agree, then tints the ground and clears grass, trees and houses from pitches and access tracks. A place is fixed once in WORLD DRIVE and synced, so both games stay the same.

Pitches found by a script

A Node script rebuilds each course with the same seed and tests spots on both sides of the road every 6 m. It keeps ground whose 12 m square has under 2.4 m of relief and about 11° of slope, 26 to 115 m from the road, away from railways and landmarks and reachable in a straight line. It then picks an entrance and three pitches at least 40 m apart, and stores a view direction for each that faces open ground, distant peaks or water, away from the road.

Rules in one module

Order, mistakes, quality, stars and the 100-point score live in one module with no graphics or sound, which the browser and the tests both run. Each phase declares its rule — strict, any order, diagonal, rear-first or pairs — and teardown is written as the setup reversed, phase by phase, from the same tent and tarp data; a test checks that order.

A campsite that fits in a link

An invite is a short byte array in base64url: positions to 0.1 m, angles to about 1.4°, no names. The campsite list only ever grows at the end because its order is the number stored in links, and a test checks that existing numbers never change.

Update history

  • WORLD CAMP opens with 15 campsites, three tents and two tarps, décor and a campfire, teardown in reverse, invite links and a camp journal.

Questions and answers

Do I need an account?

No. Trips are saved in your browser. Signing in with a GameNow account merges your camp journal into your account, up to 200 trips, so it shows on other devices.

Can a friend camp with me at the same time?

Not live. Send an invite link: your friend can visit your finished camp, or pitch on another spot at the same campsite with your camp standing next door as it was saved.

What does an invite link contain?

The campsite, pitch, time of day, car, tent and tarp positions, items, line décor and camp score. There is no nickname or account in it, and the game removes it from the address bar when the page opens.

Is there weather?

No rain or changing weather. Each pitch has a fixed wind direction that counts toward the door score, the cloth ripples in a steady breeze, and you set the time of day yourself.

Why can't I put something here?

Everything has to stay on the levelled pitch and clear of the parked car and other gear. A tarp is also refused if a main pole would stand on the tent or its centre is within 1.6 m of the tent's.

Why did my tent get only two stars?

Three stars need no order mistakes and an average quality of at least 0.8 across the sheet, door, hammer hits, tension and pump. Two stars allow up to two mistakes and 0.55.

Further reading

Page updated: · See the update log

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