Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
翻译准备中
尚未检测到更新。GitHub 发布版本后会显示在这里。
个人 GitHub 账号下公开仓库的所有者可以登录并验证所有权,自行管理介绍,无需管理员批准。
登录并生成验证文件,在 30 分钟内将其提交到此仓库的默认分支。其他分支或分叉仓库中的文件无效。然后在下方检查文件,即可无需管理员批准直接管理项目。请保留文件以维持管理权限。
如需登录,将前往登录页面。登录后请回到此处,再次点击所选的验证按钮。
在项目文件夹中运行 /nomorevibe verify,即可验证所有权并自行管理介绍。
一分钟完成验证制作者的介绍仅有上面的一句话。 更多详情请阅读仓库 README。 仓库 README ↗
正在加载完整 README。
查看完整 README ↗A multiplayer life-sim set in Dar es Salaam, built for phones. It's inspired by the Sims game, with Bongo slang, places and culture.
You sign up, design your Mbongo, then live in the city with real people. You work shifts (machinga, bodaboda, DJ, developer and more), eat chipsi mayai, go clubbing in Sinza, swim at Coco Beach, and watch the Simba vs Yanga derby. You can buy a bodaboda or a V8, buy plots in Kigamboni or Masaki and build a villa, own businesses that earn income, put up billboard ads, chat with people, and top up your wallet with M-Pesa.
Languages: Kiswahili and English. Players switch with the 🇹🇿/🇬🇧 button on the landing and sign-up screens, or in Phone → Settings. Server errors and results arrive in the player's language.
Admin panel: at /admin. It covers:
Admins are bootstrapped with ADMIN_USERNAMES (comma-separated). Those accounts become admins when they sign up or log in, and they can promote others from the panel.
npm install
npm run dev # API on :8787, game on http://localhost:5173
The game opens on your phone over the same Wi-Fi at http://<your-computer-ip>:5173.
Production:
npm run build
JWT_SECRET=... npm start # serves the API + built client on $PORT (default 8787)
Dockerfile (railway.json)./data. The SQLite database and ad images live there.JWT_SECRET = a long random string (openssl rand -hex 48)ADMIN_USERNAMES = your usernameNTZS_API_KEY, NTZS_WEBHOOK_SECRET (and optionally TOPUP_RATE)RESEND_API_KEY, MAIL_FROM — emails "Forgot password" reset codes (optional; without them codes only appear in the logs)https://<your-domain>/api/webhooks/ntzs/healthz.Keep it to one replica: SQLite and Socket.IO presence live on a single instance.
Or use Docker: docker build -t bongo-life . && docker run -p 8080:8080 -v bongo:/data -e JWT_SECRET=... bongo-life.
Deploy it on a host that supports WebSockets and a persistent disk (Render, Fly.io, Railway, a VPS). Vercel serverless won't work.
| Part | Stack |
|---|---|
shared/world.js | The whole world catalog: map, roads, places, activities, jobs, prices, vehicles, plots, billboards, events. Edit this to rebalance the game. |
server/ | Express + Socket.IO + SQLite (better-sqlite3). The server is authoritative for money, needs, timers, ownership and proximity. Passwords use bcrypt, sessions use JWT. |
client/ | React + three.js (react-three-fiber). A low-poly procedural city, instanced filler buildings and trees, canvas-sprite labels and LOD for remote players. |
Wallet: server/src/payments/index.js. When NTZS_API_KEY is set, top-ups go through nTZS mobile money (push/STK or Lipa Namba) into your nTZS platform wallet. No userId is sent; each deposit is tagged with endUser.reference = bl_<playerId>. Players are credited as soon as the signed deposit.completed webhook arrives (HMAC-SHA256 over timestamp.body). A background poller is the fallback. Either way, a top-up is credited exactly once (compare-and-set). Without keys, dev runs a clearly labelled demo provider. Demo is disabled in production.
Cheating guards: the server checks every purchase, shift and activity: you must be near the place, have the money, the job's requirements and enough energy, and the timer must have finished. Movement packets that jump too far are rejected.
In a hidden or background tab, browsers pause requestAnimationFrame. Add ?raf-shim (dev builds only) to drive frames with timers.