Inspiration

Cyberpunk Aesthetics: Tron’s sleek neon grids and digital minimalism, Oblivion’s isolated futurism, and Black Mirror’s unnerving near-future tech. Blade Runner’s Grit: Industrial megastructures, holographic decay, and dystopian urban sprawl—minus the rain, replaced by arid, synth-lit vastness. Drift Phonk & Ambient Soundscapes: Hypnotic basslines, spacey synths, and haunting female ambient vocals to mirror the game’s tension between chaos and calm. Friendly Competition: Collect energy components to repair your RV or snatch spare parts from your friends! Compete to see who can be the Top Space Rogue this month!

What It Does

Hypnotic Music-Scape: Original tracks blend futuristic hypnotic beats, ambient female vocals, drone textures and drift phonk, syncing with gameplay to amplify immersion. Atmospheric Role-Play: Wander a gritty cyberpunk world at your own rhythm—scale monolithic server towers, or idle in neon markets buzzing. Chill Platforming: Low-stakes traversal with fluid parkour mechanics. Leap between glowing data bridges, ride solar-powered trams, or simply watch holograms dance across the sky.

How We Built It

Meta Quest Horizon Editor: Assembled the world’s geometry and interactive systems using visual scripting (no coding!). 3D Design: Rodin Gen 1.5 and Blender for modular cyberpunk structures (inspired by Tron’s grids and Oblivion’s starkness). Sound & Music: Suno AI to merge ambient female vocals with drift phonk beats, creating a haunting, futuristic score. Concept Art: MidJourney for neon-lit vistas and dystopian props (e.g., crumbling data hubs, glowing kiosks). Writing & Lore: DeepSeek-R1 to brainstorm environmental storytelling (e.g., ads hinting at a vanished population).

Challenges We Ran Into

Timing: We didn't start the project until April 29th, 2025. Zero Coding Experience: Visual scripting in Horizon Worlds felt overwhelming at first—took weeks to grasp event triggers. Scope Creep: Balancing “chill vibes” with engaging mechanics (e.g., making platforming fluid but not punishing). Art Consistency: Merging Tron’s clean lines with Blade Runner’s grime required endless iteration. Accomplishments We’re Proud Of Family Teamwork: My 14-year-old daughter designed NPCs and street/map layouts; my boyfriend, Eric (architect) crafted the city’s skeletal logic and layouts; I handled building assets, UI, music and mood. Tonal Cohesion: Fusing Oblivion’s loneliness with cyberpunk buzz into a uniquely “quiet dystopia.” Music Integration: Adaptive soundtrack that shifts between ambient drift phonk and vocal-driven melancholy. Horizon Desktop Editor: Very last day we ran into issues where we were not able to publish the world but did a quick google search found we could just duplicate the world and publish. But we were devastated at first! Horizon API environment was a bit restrictive, with someone whom has no coding background I was struggling a bit to get used to.

What We Learned

Start Simple: Our early ideas were too complex; focusing on “vibes first” saved the project. We started this project in late April 2025, so about 1.5 weeks. Lean on Strengths: Eric’s education background in architecture skills defined the world’s scale; my design/ai coding skills for the overall aesthetics, api functionalities, and small details. Horizon API was a bit restrictive, especially for someone like me who has no coding background. I struggled at first, but I've utilized RAG with Grok/Anthropic models they pulled directly from Horizon API documentation and that has helped me a ton! I was just happy to get my basic functionalities to work (lol). Playtest Early: Casual gamers helped us balance “relaxing” and “engaging” parkour can be relaxing too! Definitely dress-rehearse everything! Again we didn't even start the project until about 1.5 weeks ago, wouldn't have finished it without my family!

What’s Next for Juniper Landing

Expanded Zones: A derelict spaceport district with semi-zero-g platforming. Role-Play Depth: NPC / environmental triggers (e.g., riddles/conspiracies). Dynamic Music: Map soundtracks for each zone and music mesh up for an interesting blend.

Built With

  • claude
  • deepseek
  • grok
  • metaworldseditor
  • midjourney
  • rodin
  • runway
  • suno
  • typescript
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Updates

posted an update

Patch 0.2.1 - July 1, 2025

Sorry for the long wait everyone! We have been cooking but due to some unforeseen circumstances delayed this small updates. We are still planning to update regularly and adding new stories and NPCs.

Updates:

  • Assets scaled down 80% for better performance.
  • 7 new songs added (10 total, excluding secret zone/KO music).
  • Skybox updated with enhanced visuals.

Known issues:

  • NPC spawning location being weird.
  • Music distance isn't optimized.

Planned features in the near future:

  • Clear instructions on how to navigate the world and purpose
  • NEW Zones for various quests and NPCs
  • NEW storyline related to the RV and character development
  • NEW music updates every 2-3 months
  • REVAMP of leaderboard ties to players who have completed or visited secret zones and unlocked secret dialogues..etc.
  • NEW roleplaying area where players can rent shops and restaurants
  • NEW currency for players to earn from various tasks throughout the world

We hope to get those updates ASAP but no promises but we will do our best to implement those original goals of the world.

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