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PC GAME

STREET DREAMS GARAGE.

Street Dreams Garage is a semi-realistic car customization and workshop game where the player builds unique cars with almost complete creative freedom

Unrealgamepcwindows
Street Dreams Garage
In development
STATUSIn development
PLATFORMWindows
TECHNOLOGYUnreal Engine
UPDATEDAug 11, 2026

PROJECT OVERVIEW

Built with a clear purpose.

The player starts in a small garage, making a living by repairing, modifying, and customizing cars for customers. Over time, the garage can evolve into a renowned custom shop featuring larger projects, specialists, show cars, and signature builds.

The key difference from traditional mechanic games is that the entire vehicle can be modified:

Original interior panels can be cut and built upon.
Dashboards, center consoles, headliners, floors, and trunks can be customized.
Scoops, spoilers, side skirts, bumpers, and widebody parts can be fabricated or altered.
Rusty metal can be removed and replaced with custom-fabricated repair panels.
Floors, wheel arches, transmission tunnels, and other sheet metal components can be modified when a custom build requires more space.
Fiberglass, wood, plastic, and metalwork follow semi-realistic fabrication processes.

CORE FEATURES

The core of the project

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01

Hands-on physical car customization

02

Freeform marking, cutting and permanent geometry

03

Realistic measuring, templates and test fitting

04

Physical tools and workshop interaction

05

Custom wood, plastic and fibreglass fabrication

06

Rust repair, welding and bodywork

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Full interior and audio customization

08

Painting, masking and surface finishing

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Wheels, tyres, suspension and brakes

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Physical engine rebuilding and engine swaps

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Electrical, wiring and vehicle diagnostics

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ECU tuning, dyno testing and performance builds

PROJECT ROADMAP

Roadmap

Planned features, active development, testing and released milestones for this project.

Planned

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Next — Physical Tools and Work Interaction

Status: Planned as the next major milestone. · The player's work must happen physically in the world rather than through an automatic menu. · Pick up tools and hold them correctly. · Place tools on a workbench, drop them, or return them to storage. · Physical contact between tool and workpiece. · Marking, cutting, drilling, and sanding tools.

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Original Removable Vehicle Panel

Status: Planned. · The proven system will move from the test plate to one original door panel or trunk panel on a simple project vehicle. · Physically remove the panel from the vehicle. · Move and place the panel on the workbench. · Measure and mark the original part freehand or with physically placed straight and curved guides. · Cut a free opening or remove a selected area.

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Measurement, Templates, and Test Fitting

Status: Planned. · Precision must come from the player's own work. Incorrect measurements and poor templates must be visible and repairable. · Tape measure, ruler, steel ruler, straightedge, square, angle gauge, contour gauge, compass/dividers, flexible curve ruler, and radius or circle guides. · Physically place, align, hold, clamp, or otherwise support guides against the workpiece before marking. · Draw controlled straight lines by running the marker along a correctly positioned straight guide. · Draw controlled curved lines using flexible curves, radius guides, compasses, contour guides, or physical templates.

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Custom Fabrication — Wood, Plastic, and Fibreglass

Status: Planned. · The player must be able to fabricate unique parts instead of only buying finished solutions. · MDF rings, frames, spacers, and support structures. · Custom speaker and subwoofer enclosures. · Door panels, trunk installations, and false floors. · Centre consoles, dashboard sections, and roof builds.

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Rust, Metal, and Bodywork

Status: Planned. · Rust and sheet-metal damage must be repaired through a believable physical process. The game must allow different repair standards instead of forcing one automatic “correct repair” action, while preserving the real consequences of the chosen method. · Visible and hidden rust beneath paint, filler, trim, underbody coating, seam sealer and previous repairs. · Inspection of the real extent of corrosion, including rust that extends farther than the initially visible bubbles or holes. · Support a quick overlap-patch repair: clean or grind the area as chosen, cut a patch from suitable fresh sheet or a usable metal offcut, place it over the existing area, weld it, grind as required and finish/protect it. · Preserve corrosion left beneath or around a quick overlap patch so trapp

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Painting, Masking, and Surface Finish

Status: Planned. · The player must be able to create a unique finish instead of selecting a finished colour or decoration. · Cleaning, degreasing, sanding, and primer. · Physical tape, paper, and plastic masking materials. · Free edges, stripes, panels, and multi-colour designs. · Spraying affected by distance, angle, speed, and overlap.

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Wheels, Tyres, and Exhaust

Status: Planned. · Common customization must still require physical work, correct selection, and test fitting. · Physically lift the vehicle and replace wheels. · Bolt pattern, centre bore, diameter, width, and offset. · Tyre mounting and basic balancing. · Clearance checks during steering and suspension movement.

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Engine Rebuilding, Swaps, Tuning, and Finish

Status: Planned after the permanent customization core and connected vehicle workflow are stable. · The engine becomes a complete physical workshop project through eight ordered phases. Non-original engines may be installed through physical measurement and fabrication when the player can create enough space, strength, clearance, cooling, steering movement, driveline alignment, and service access.

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Phase 1 — Simple Engine Removal

Disconnect the engine from the vehicle's supporting systems through physical work. · Use suitable lifting and support equipment. · Remove the engine without damaging remaining parts or losing important connections. · Preserve removed components and their condition for later work.

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Phase 2 — Engine Stand and Physical Disassembly

Secure the engine on a usable engine stand. · Rotate and lock it into suitable working positions. · Disassemble it into relevant internal and external components. · Keep removed parts as physical objects that can be cleaned, inspected, reused, replaced, or finished.

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Phase 3 — Parts, Condition, and Compatibility

Give engine parts persistent condition, wear, damage, measurements, and history. · Compare important dimensions and compatibility between engine, transmission, electronics, mounts, and vehicle space. · Support original, repaired, used, machined, and upgraded parts when their complete combination works. · Make incorrect combinations create identifiable fitment or operating problems.

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Phase 4 — Correct Assembly and First Start

Clean and prepare parts before assembly. · Assemble the engine in the correct order using the required seals, lubrication, settings, tightening sequence, and torque. · Reinstall and reconnect the complete engine system physically. · Perform a controlled first start and inspect pressure, temperature, leaks, noises, vibration, smoke, and faults.

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Phase 5 — Diagnostics and Faults

Diagnose problems through symptoms, inspection, measurements, and workshop tools. · Support mechanical, electrical, pressure, temperature, sealing, and control-system tests in a game-adapted form. · Allow multiple faults to create overlapping symptoms. · Preserve test results, repairs, recurring problems, and engine history.

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Phase 6 — Paint and Engine-Bay Customization

Prepare and paint technically suitable engine parts while protecting precision and functional surfaces. · Smooth and finish the engine bay, remove unwanted brackets, close unused openings, and create custom component layouts. · Relocate wiring, boxes, reservoirs, hoses, and service points through physical routing and fabrication. · Move, reshape, or rebuild the firewall, inner panels, radiator support, floor, or transmission tunnel when a planned drivetrain needs additional space. · Finish, seal, protect, and reinforce modified structures before reassembly.

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Phase 7 — Tuning and Dyno

Tune the complete combination of airflow, engine control, charging, cooling, lubrication, and internal upgrades. · Use live engine values during road and dyno testing. · Make power, response, heat, reliability, drivability, and engine life depend on the complete build and calibration. · Save calibration, dyno results, limitations, and faults with the vehicle.

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Phase 8 — Transmission, Driveline, and Complete Engine Swaps

Remove, inspect, repair, rebuild, or replace the transmission and relevant driveline components. · Test-fit the engine and transmission together before final fabrication. · Fabricate new engine mounts, transmission mounts, brackets, crossmembers, subframe changes, and reinforcement when original locations do not fit. · Move or rebuild the firewall and transmission tunnel when the new engine or transmission needs more room. · Adapt steering clearance, suspension clearance, cooling placement, wiring, exhaust routing, shifter position, driveshaft length, axles, and driveline geometry. · Make structural strength, alignment, weight distribution, heat, vibration, ground clearance, body integrity, and service access affect the result.

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Complete Vehicle Systems and Workshop Expansion

Status: Planned as long-term expansion after the permanent customization core and connected vehicle workflow are stable. · These systems complete the rest of the vehicle and workshop experience. They remain subordinate to the active geometry milestone.

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Suspension, Steering, and Brakes

Physically remove, inspect, repair, replace, and adjust suspension, steering, and brake components. · Support original suspension, coilovers, threaded adjustable suspension, and air suspension with physical supporting components. · Make ride height, damping, wear, compatibility, and installation quality affect braking, steering, comfort, and clearance.

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Wheel Alignment and Chassis Geometry

Measure and adjust camber, toe, caster, ride height, track width, steering clearance, and later corner weight. · Make damaged mounting points, worn parts, extreme stance, and poor adjustment affect handling and tyre wear. · Use physical alignment equipment and persistent measurement results.

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Fuel, Brake, and Fluid Routing

Plan, cut, bend, join, support, fill, bleed, and test relevant pipes and hoses physically. · Cover fuel, brakes, cooling, oil, steering, vacuum, air-conditioning, and air-suspension systems where applicable. · Make heat, movement, pressure, fittings, leaks, and routing affect reliability and safety.

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Complete Electrical System

Build and modify battery, charging, starting, fuse, relay, grounding, sensor, control, and consumer circuits. · Adapt or build wiring looms for engine swaps and major vehicle modifications. · Make cable size, fusing, grounding, routing, heat, and load create measurable electrical consequences.

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Body Alignment and Measurement

Measure diagonals, reference points, openings, chassis points, and wheel placement. · Detect and repair crash damage, structural distortion, and previous poor repairs. · Add later frame-straightening and controlled pulling equipment without replacing physical measurement.

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Body Shaping and Panel Fitment

Shape, cut, extend, widen, combine, and rebuild relevant body panels physically. · Adjust doors, bonnet, boot lid, wings, bumpers, hinges, latches, stops, brackets, and mounting points. · Evaluate panel gaps, symmetry, movement, sealing, and final fit after fabrication and paint.

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Glass, Seals, and Window Systems

Remove and install windscreens, rear glass, side glass, seals, trims, and window mechanisms. · Support tinting and technically suitable custom window solutions. · Test water sealing, wind noise, movement, bonding, and fitment.

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Seats, Upholstery, and Safety

Modify seat frames, foam, shapes, upholstery, rails, brackets, and seating position. · Install belts, belt mounts, heating, head restraints, and relevant safety structures physically. · Make mounting strength, clearance, ergonomics, and safety affect the completed build.

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Heating, Ventilation, and Air Conditioning

Modify blowers, heaters, ducts, vents, controls, and air-conditioning components. · Adapt airflow systems after dashboard, firewall, engine, or electrical modifications. · Test heating, cooling, airflow, and demisting instead of treating them as decorative parts.

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Multiple Cars, Salvage Yard, and Used Market

Expand beyond the first technical test vehicle with more cars and body types over time. · Add a physical salvage yard with complete vehicles, donor sections, and loose parts. · Add online listings, auctions, customers, and contacts for used cars and used parts. · Give used vehicles and parts individual condition, history, missing components, and hidden problems.

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Brackets and Small-Part Fabrication

Fabricate brackets, adapter plates, spacers, holders, battery trays, shields, jigs, and reinforcement pieces. · Require measurement, marking, cutting, drilling, forming, joining, and finishing. · Preserve small fabricated parts as physical and reusable project components.

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Heat, Noise, and Vibration Control

Install heat shields, insulation, sound deadening, protective sleeves, bushes, and vibration control. · Make distance, mounting, material choice, and protection affect heat, noise, rattles, cracks, and component life. · Test the vehicle after temperature and vibration expose hidden conflicts.

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Dirt, Dust, Cleaning, and Detailing

Accumulate relevant dust, sanding residue, sawdust, oil, fluid spills, overspray, road dirt, and polishing residue during work. · Wash, vacuum, degrease, clean, polish, and protect vehicles physically. · Require clean surfaces before measurement, paint, bonding, welding, final presentation, and photography.

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Testing and Quality Control

Perform visual checks, bolt and fluid checks, electrical tests, leak tests, lift checks, brake tests, alignment, and road tests. · Use dyno or other load testing where relevant. · Reinspect after heat, movement, vibration, and load reveal faults that were not visible while stationary.

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Project Records, Customer Cars, and Personal Cars

Support both customer projects and player-owned cars that can be modified, displayed, kept, or sold. · Store plans, budgets, measurements, parts, photographs, paint data, faults, repairs, and test results in a permanent project record. · Let personal builds develop over long periods and become part of the garage's identity.

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Customer Approvals and Change Orders

Add approval points for designs, solutions, hidden damage, additional work, budget changes, and deadline changes. · Record accepted and rejected changes in the project history. · Make unapproved work affect payment, customer satisfaction, and reputation.

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Tool Condition and Calibration

Track relevant wear on cutting, drilling, sanding, welding, and measuring equipment without constant random maintenance. · Support calibration for torque and precision tools. · Make worn or incorrectly calibrated tools create discoverable changes in speed, accuracy, finish, or assembly quality.

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Tanks and Reservoirs

Install or fabricate fuel cells, air tanks, coolant reservoirs, washer tanks, oil tanks, hydraulic reservoirs, and other relevant containers. · Evaluate material, mounting, ventilation, plumbing, heat, sealing, capacity, and service access. · Test the complete installation before the vehicle is approved.

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Underbody Restoration and Finish

Clean, strip, repair, weld, seal, protect, paint, and finish the vehicle underside. · Restore or finish subframes, mounting points, clips, brackets, heat shields, and underbody components. · Create and protect new pipe, cable, exhaust, and driveline routes beneath the vehicle.

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Workshop Operations and Vehicle Lifecycle

Status: Planned after the physical vehicle systems and connected workshop workflow are stable. · These systems connect the physical build to ordering, storage, transport, quality, long-term ownership, and workshop growth.

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Physical Keys and Access

Give relevant player-owned vehicles, customer vehicles, buildings, gates, and lockable doors physical keys with persistent identity. · Require the correct physical key for unlocking or starting where a traditional key system is appropriate. · Allow individual keys to be picked up, dropped, placed, stored, and found where the player left them after save/load. · Allow several individual keys to be assembled on a physical key ring and removed again without losing their individual identity. · Add physical key storage such as hooks, drawers, labels, and a workshop key cabinet. · Make customer vehicle handover include the physical vehicle key and allow the workshop to label and store it during the job.

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Vehicle and Property Ownership Costs

Add recurring insurance costs for player-owned registered vehicles. · Add a periodic ownership-/weight-tax-like charge for relevant player-owned vehicles, with exact terminology and rates adapted to the fictional game setting. · Add appropriate insurance costs for owned workshop, home, or other relevant property while preserving rent and financing costs where applicable. · Allow a later non-road/deregistered status for project vehicles that can reduce or suspend relevant road-ownership costs while preventing legal public-road use until re-registration. · Give insurance, vehicle charges, property costs, rent, financing, and related obligations payment deadlines and understandable consequences. · Make owning many project vehicles or multiple properties a real cash-flow choice even when those

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Complete Tyre System

Track tyre size, age, condition, tread, pressure, temperature, direction, damage, and repair history. · Physically mount, remove, balance, inspect, and test tyres on compatible wheels. · Make tyre choice and condition affect grip, braking, vibration, clearance, wear, and event performance.

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Fasteners, Clips, and Thread Repair

Support important bolts, nuts, washers, clips, rivets, inserts, and specialised fasteners with correct size and condition. · Repair stripped, seized, broken, or missing threads and mounting points physically. · Make critical torque, fastener strength, and installation quality affect looseness, leaks, alignment, noise, and safety.

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Colour Mixing and Paint Matching

Read or identify colour information, mix tones and effects, and create physical spray-out samples. · Compare colour under different light and blend into adjacent panels when the original paint has aged or changed. · Save the final colour formula and repair history with the vehicle.

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Consumables and Workshop Materials

Use relevant abrasives, cutting tools, welding supplies, adhesives, composites, paint products, electrical supplies, fluids, and sealing materials. · Make incorrect or depleted consumables affect the relevant process without creating constant random stock maintenance. · Support clear reordering, container quantities, and project-based material planning.

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Ordering, Delivery, and Physical Storage

Compare suppliers, quality, price, availability, and delivery time for new, used, and special-order parts. · Receive, inspect, label, store, return, or resell physical deliveries. · Keep customer parts, personal parts, donor parts, consumables, and sale stock organised by project.

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Vehicle Transport and Recovery

Load and secure working, damaged, incomplete, or non-running vehicles with trailers, winches, dollies, and later recovery equipment. · Collect cars from customers, auctions, salvage yards, storage, and events. · Make poor loading, restraint, or weight distribution create visible damage or transport problems.

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Build Purpose, Inspection, and Approval

Define vehicles as road, show, demonstration, track, drag, off-road, or trailer-only builds. · Use understandable fictional inspections for road use and technical checks for performance events. · Allow extreme non-road builds while clearly preserving their restrictions and intended purpose.

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Sealing, Drainage, and Cavity Protection

Apply seam sealer, membranes, plugs, grommets, glass bonding, drainage, and cavity protection after bodywork. · Protect welds and enclosed structures against water and corrosion. · Perform controlled water testing and preserve failures such as leaks, wind noise, blocked drains, and returning rust.

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Moulds and Custom-Part Production

Turn a proven original custom part into a finished master and reusable mould. · Manufacture, trim, test-fit, quality-check, store, and sell physical copies under the garage's own brand. · Make defects in the master, mould, materials, curing, and finishing affect every produced copy.

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Post-Build Wear, Service, and Claims

Preserve wear, damage, loose fasteners, leaks, electrical faults, paint damage, rust, and component ageing after delivery or events. · Allow customer cars and personal cars to return for service, upgrades, repairs, and warranty claims. · Make workmanship and documentation affect repeat problems, cost, trust, resale value, and reputation.

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Multiple Projects and Workshop Planning

Manage customer cars, personal builds, donor vehicles, curing parts, deliveries, and event deadlines simultaneously. · Make lifts, paint booths, workstations, engine stands, storage, and transport equipment limited physical resources. · Keep planning meaningful without turning the early game into a full tycoon simulation.

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Waste, Environment, and Workshop Safety

Handle used fluids, batteries, paint waste, composite waste, contaminated parts, scrap, dust, and spills through clear workshop routines. · Use suitable storage, ventilation, extraction, fire protection, and protective equipment where relevant. · Make unsafe work create understandable risks to the vehicle, workshop, environment, and job quality instead of random punishment.

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Workshop Life, Weather, and Business Pressure

Status: Planned in stages after the permanent customization core and connected workshop workflow are stable. · These systems make the garage feel like a business and a working life rather than a sequence of isolated jobs. They are documented in detail in docs/24-WORKSHOP-LIFE-ECONOMY.md and remain subordinate to the active runtime-geometry milestone.

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Career Start, Home Work, and Utilities

Start the player as an employed mechanic at an ordinary repair workshop in town, with scheduled work and a dependable wage before the player's own business becomes established. · Give the player a modest private home work area with limited tools, space, and facilities; this is a home garage/work area, not an already-established commercial custom shop. · Let the player use free time to work on personal cars, friends' cars, and later private customer cars from home. · Allow home work to include ordinary mechanical repairs and service as well as customization and fabrication, including brakes, exhaust, rust repair, diagnostics, maintenance, roadworthiness/inspection-related work, audio, bodywork, and custom parts when the player has the required tools, space, and equipment. · Build the early

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Bills, Cash Flow, Accounting Deadlines, and Supplier Credit

Add recurring bills and payment deadlines for utilities, workshop costs, supplier invoices, wages, vehicle insurance, vehicle ownership-/weight-tax-like charges, property insurance, and other approved business obligations. · Give late or ignored bills escalating, understandable consequences such as reminder fees, reduced supplier trust or credit, collection pressure, and interruption of relevant services where appropriate to the fictional game rules. · Give accounting, tax, reporting, and other business-administration deadlines real consequences when the player misses them, while keeping exact legal rules and rates adaptable to the game's fictional setting and economy difficulty. · Allow a busy garage to become cash-flow constrained when money is tied up in parts, customer projects, unpaid

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Parts Quality, Delivery, and Used Sourcing

Offer budget, standard, and premium/OEM-like quality levels where appropriate, with meaningful differences in price, fitment, durability, warranty, and customer expectations. · Let the player choose normal delivery, faster paid delivery, or physical pickup when available. · Deliver parts in physical boxes, pallets, or suitable packaging that must be opened, checked, assigned, and stored. · Let the player collect used parts, salvage parts, donor vehicles, and used cars from appropriate sources instead of relying only on new online orders.

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Everyday Repairs and Diagnostics

Add ordinary service and repair jobs that can support the player's early home-based work and later business, including brakes, exhaust, maintenance, roadworthiness/inspection preparation or fictional inspection-related work, and other common workshop tasks. · Add common workshop jobs involving batteries, charging and starting faults, bad grounds, fuses, relays, and intermittent electrical problems. · Add worn bushes, brakes, wheel bearings, and other common mechanical wear items as believable customer work. · Let seized and rusted fasteners require correct removal methods and allow bolts or threads to break when mishandled. · Diagnose faults through symptoms, inspection, measurements, and tools rather than an automatic replace-this-part answer.

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Weather, Temperature, and Vehicle Condition

Use changing weather and seasons to influence outdoor work, deliveries, vehicle storage, comfort, and workshop heating demand. · Make cold conditions increase heating costs and affect the player, batteries, starting, and temperature-sensitive processes where relevant. · Make hot conditions increase hydration demand, fatigue, and the value of ventilation and lighter clothing. · Make rain and snow reduce the practicality of outdoor work and handling when cars or parts must remain outside the small garage. · Let climate, moisture, salt exposure, age, and storage history contribute to rust, electrical corrosion, seized bolts, and other explainable vehicle conditions.

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Fatigue, Food, Hydration, and Stress

Add sleep and fatigue that gradually affect concentration, reaction, work speed, and physical precision rather than causing arbitrary automatic failures. · Add slow food and hydration needs that support the working-day simulation without constant interruption or survival-style death conditions. · Let stress primarily come from real situations such as deadlines, difficult customers, missing parts, bills, supplier deadlines, rework, too many simultaneous projects, and the time conflict between paid employment and the player's own growing business. · Allow rest and later leisure activities to reduce stress and create a choice between more work and recovery.

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Personal Hygiene and Low-Priority Life Systems

Add dirt and personal cleanliness after oily, dusty, rusty, welding, sanding, or paint-related work. · Add bathroom needs in a deliberately light, slow system that does not dominate workshop play. · Add simplified clothing and laundry only after more important workshop, economy, fatigue, weather, and temperature systems are stable.

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Customer Personalities and Loyalty

Add price-sensitive customers who want the cheapest acceptable solution. · Add perfectionists who expect high-quality parts, finish, fitment, and documentation. · Add impatient customers whose deadlines create real scheduling and delivery pressure. · Add suspicious customers who care strongly about estimates, approval, documentation, old parts, and unexpected costs. · Add loyal customers who can return with service, new cars, referrals, or larger builds after good work and communication. · Combine personality with budget, deadline, vehicle, history, and previous workshop experience instead of using one-note caricatures.

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Employees

Add employees only after the workshop has enough work and systems to justify them. · Give employees wages and operating cost so increased capacity has a real financial consequence. · Use mechanics, body and welding specialists, painters, electrical or audio specialists, tyre and suspension staff, parts or warehouse staff, and administrative help where appropriate. · Keep the player's ability to perform the physical work and prevent employees from automating the core craftsmanship out of the game.

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Car Meets, Shows, Festivals, and Racing

Status: Planned after persistent player-owned cars, stable vehicle physics, tuning, tyres, and complete vehicle-state saving are proven. · The car that leaves the garage must be the same physical build the player shows, judges, photographs, tests, and races.

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Local Meets and Personal Car Display

Take personal builds to local meets and place them physically in the event area. · Open the bonnet, doors, boot, and custom installations and activate show functions. · Meet visitors, customers, builders, suppliers, photographers, and rivals without requiring a competition every time. · Let visitors who notice a strong personal or customer build become genuine future leads for repairs, audio work, bodywork, fabrication, or other services instead of giving reputation only as an abstract score.

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Car Shows, Fairs, and Garage Stands

Enter indoor and outdoor shows with one or more garage vehicles. · Build a stand using branding, lighting, screens, display boards, parts, moulds, and build documentation. · Receive customer leads, supplier contacts, media attention, and orders for garage-built custom parts.

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Judging and Build Categories

Judge fitment, finish, cleanliness, craftsmanship, function, originality, documentation, and complete design coherence. · Support categories for paint, interior, engine bay, fabrication, audio, stance, restoration, performance, and Best in Show. · Allow very different vehicle styles to succeed without one universal perfect build.

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Large Performance Festival

Combine car meets, show areas, suppliers, dyno testing, audio competitions, demonstrations, and closed-course performance activities. · Add drag or sprint classes, qualifying, finals, evening atmosphere, crews, and press in a DHB-like but fully original event format. · Use the player's actual car condition, preparation, documentation, and event setup.

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Street Dreams Festival

Create an original filmic car-culture and racing headline event inspired by the energy of large automotive gatherings, not by copying an existing film event. · Combine crews, rivals, show cars, street builds, drag cars, vendors, music, technical inspection, head-to-head runs, and finals. · Use an original final name, environment, characters, rules, and visual identity before production.

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Vehicle-Based Racing Physics

Base results on power and torque curves, weight, gearing, driveline, tyres, suspension, alignment, cooling, reliability, and build quality. · Include player-controlled starts, shifts, and setup decisions in a game-adapted form. · Allow a balanced, well-built car to outperform a more powerful but poorly assembled vehicle.

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Event Inspection and Between-Run Service

Check tyres, brakes, steering, seats, belts, battery, leaks, mounts, safety equipment, and class compliance. · Inspect, cool, adjust, refuel, repair, and re-tighten the vehicle between runs. · Make aggressive tuning and hidden workmanship faults create meaningful risk during repeated load.

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Rivals, Crews, Reputation, and Rewards

Build relationships with enthusiasts, crews, rival garages, suppliers, sponsors, media, and recurring competitors. · Unlock larger events through craftsmanship, results, reputation, contacts, and recognised project cars. · Award trophies, prize money, customer opportunities, supplier access, media history, and increased vehicle value.

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Audio, Screens, Electronics, and Lighting

Status: Planned. · Purchased components must be physically integrated into original and player-built parts. · Radios, head units, screens, cameras, and controls. · Speakers, subwoofers, amplifiers, and signal equipment. · Custom frames, brackets, adapters, and enclosures. · Physical routing for power, ground, signal, and speaker wiring.

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Customer Projects and Workshop Economy

Status: Planned. · The physical construction systems will be combined into a complete gameplay loop where the player earns a living from their work. · Begin the long-term career as an employed mechanic, then let personal builds, friends, referrals, local meets, repeat customers, and private repair work form the player's first customer base organically. · Let the player choose independently when to register a business, when or whether to leave employment, and when to remain home-based, rent premises, buy property, or build a workshop. · Allow employed mechanic work and an owned business to overlap for as long as the player chooses, with the real cost being limited time, sleep, recovery, administration capacity, and customer deadlines rather than an artificial progression lock. · Customers w

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Vertical Slice — First Connected Game Experience

Status: Planned. · The vertical slice will be the first small, connected version that demonstrates the intended quality and atmosphere of Street Dreams Garage. · One small but fully usable garage. · One usable project vehicle. · One complete customer project. · One original panel that can be freely modified.

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Early Access — Larger Game Version

Status: Planned after a stable vertical slice. · After the vertical slice, the project can expand with more content and longer progression. · More vehicles, body types, and reusable vehicle-system support. · Full dashboard, roof, and interior reconstruction. · Bumpers, scoops, side skirts, spoilers, and widebody fabrication. · More tools, materials, workstations, consumables, and storage systems.

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Workshop Property, Gameplay Styles, and Business Depth

Status: Planned as staged long-term progression after the core vehicle and persistent workshop systems are stable. · The long-term workshop and business direction is locked, but it remains subordinate to the current geometry, collision, and save/load milestone. · Use two global gameplay styles — Normal and Realistic — on top of the same underlying vehicle, material, geometry, persistence, quality, and economy simulation. · Let Normal compress or automate heavy intermediate work while preserving free design, permanent results, technical consequences, and the player's actual build. · Let Realistic expose the fuller workshop and business process, including measurement, material handling, documentation, fault finding, work records, invoicing, accounting, and cash-flow consequences. · Start the

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Post-Release Expansion — Garden Tractors and Grounds

Status: Locked for an update after the full release. This is not a launch, vertical-slice, or Early Access requirement. · After the car-focused game has reached a stable full release, the workshop fantasy will expand to ride-on lawn and garden tractors while preserving the same physical-work principles. · Add ownable and driveable ride-on lawn/garden tractors as persistent project vehicles. · Allow tractors to be physically disassembled, repaired, serviced, modified, painted, and rebuilt where their real construction makes that relevant. · Support customization of engine, exhaust, wheels and tyres, steering/chassis components where applicable, seat, body panels, lighting, paint, and player-fabricated parts. · Keep tractor customization physical and fabrication-driven instead of reducing it

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Intentionally Not First

The following areas are not priorities before the technical core, the original panel milestone, and the first connected gameplay loop have been proven: · Large open world. · Multiplayer. · Many vehicle brands and models before reusable vehicle systems are stable. · Large racing festivals before vehicle physics, tyres, tuning, and persistent build quality are stable. · Extensive authored story content; the player-driven career framework may exist without requiring a large scripted narrative.

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Shared World / City Foundation with DEED & LEDGER

Status: Approved long-term cross-project direction. · When large-scale city/world production becomes relevant, the environmental foundation must be designed for reuse by both Street Dreams Garage and DEED & LEDGER. · The reusable base may include terrain, roads, districts, infrastructure, generic building shells, and common environment assets. SDG-specific workshops, dealerships, car-culture locations, gameplay actors, interiors, traffic/NPC setup, events, missions, and persistent state remain SDG-owned layers. · This does not change the current development priority. Shared-city production must not interrupt the active runtime-mesh, collision, marking, cutting, and persistence milestones. · Before substantial shared-world production begins, the repository/Unreal sharing mechanism must be s

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In development

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In Progress — Free Cutting and Permanent Geometry

Status: In development. · This remains the project's most important technical milestone. The player must be able to draw a unique mark, cut along it, and preserve the individual result after restarting the game. · Long-term scope rule: The free-marking and free-cutting technology proven in Spike 0 is a reusable foundation for the whole vehicle, not an exterior-body-only feature. After the test-plate and first original-panel gates are stable, the same principles must be extendable to relevant editable exterior and interior parts such as body panels, bonnet, bumpers, door panels/cards, dashboard and instrument housings, centre console, roof/headliner structures, trunk panels, floors, wheel tubs, engine-bay sheet metal, and player-fabricated parts. Material, structural, clearance, and safety

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Testing

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No public items.

Released

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PRIORITY 4 •••

Completed — Project Foundation

Status: Completed. · The initial development environment and technical baseline are established. · Unreal Engine 5.8 C++ project targeting Windows PC. · First-person movement with keyboard and mouse. · GitHub repository established as the project's source of truth. · Small Spike 0 test garage with a workbench.

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PROJECT DEVLOG

Devlog

Development updates and releases that belong only to this project.

verify Spike0 full-state persistence and clean build

Development checkpoint recorded in GitHub.

record two-result persistence payload benchmark

Development checkpoint recorded in GitHub.

verify visual A/B persistence restore

Development checkpoint recorded in GitHub.

record Spike0 persistence performance benchmark

Development checkpoint recorded in GitHub.

verify post-load collision and physics

Development checkpoint recorded in GitHub.

diagnose M-hold wrong-surface marking regression

Development checkpoint recorded in GitHub.

record M camera regression and restore plan

Development checkpoint recorded in GitHub.

verify M camera marking restore

Development checkpoint recorded in GitHub.

verify Fix04 natural CutPiece drop

Development checkpoint recorded in GitHub.

verify Fix04 full-state save load

Development checkpoint recorded in GitHub.

record Fix04 persistence clean build pass

Development checkpoint recorded in GitHub.

verify physical open and closed marking cuts

Development checkpoint recorded in GitHub.

record CutPiece physics collision failure and CCD diagnostic

Development checkpoint recorded in GitHub.

record CutPiece physics spawn failure diagnostic

Development checkpoint recorded in GitHub.

verify CutPiece spawn collision and physics

Development checkpoint recorded in GitHub.

publish gameplay styles and workshop property roadmap

The public roadmap now reflects the locked Normal/Realistic gameplay styles and the long-term free-form workshop property expansion, physical construction, contractor, infrastructure, and business-administration direction. The active Spike0 geometry milestone remains unchanged.

verify sweep-frame fix and L-shaped cut

Ny offentlig projektopdatering er blevet lagt på GitHub.

record detached cut piece and sweep orientation diagnostics

Ny offentlig projektopdatering er blevet lagt på GitHub.

checkpoint UV projection and garage rebuild

Ny offentlig projektopdatering er blevet lagt på GitHub.

verify cut-surface UV diagnostic and collision

Ny offentlig projektopdatering er blevet lagt på GitHub.

record visual material inspection baseline

Ny offentlig projektopdatering er blevet lagt på GitHub.

verify cut-surface shading after repeated cuts

Ny offentlig projektopdatering er blevet lagt på GitHub.

update garage door and right wall assets

Ny offentlig projektopdatering er blevet lagt på GitHub.

prove repeated L cuts and collision

Ny offentlig projektopdatering er blevet lagt på GitHub.

prove multi-segment Boolean cut and collision

Ny offentlig projektopdatering er blevet lagt på GitHub.

Synchronize garage interaction baseline

Update the public roadmap to reflect the repository-synchronized E interaction chain and latest garage refinement pass.

Modular garage and interaction foundation proven

A modular Blender garage blockout is now running in Unreal Engine at the verified project scale. The garage door opening, collision, manual toggle flow, physical wall switch, and reusable interaction interface have been established.

A camera-based E interaction was successfully tested in the current local development build. The player input and trace assets still need to be included in a later binary asset checkpoint before the repository contains the complete tested chain.

The wall-switch press animation is intentionally postponed while higher-quality modular garage models are created. The central technical milestone remains multi-segment cutting and permanent runtime geometry.

The public roadmap has also been translated to English to comply with the permanent public-language rule.

Verify collision after marker-driven J cut

Ny offentlig udviklingsopdatering fra Street Dreams Garage.

First marker-driven plane cut proven

Spike 0 now uses the first and last locally stored mark points to position and rotate a runtime plane cut. Tests confirmed that different line positions and angles can drive different cuts while the existing K diagnostic cut remains available.

This is still a straight plane cut rather than free curved cutting through the complete point path. The next technical step is to use all stored marker points for a controlled multi-segment cut.

Local-space-markering er gemt og genoptegnet

Spike 0-testpladen gemmer nu de accepterede markeringspunkter i pladens lokale koordinater og kan genoptegne previewet fra de gemte data. Den eksisterende K-skæretest fungerer fortsat i den gemte baseline.

Næste tekniske trin er kontrolleret skæring baseret på markeringspunkterne. Fri permanent skæring, undo/redo og save/load er endnu ikke bevist.

Første runtime-snit og collision er bevist

Street Dreams Garage har nu en fungerende Dynamic Mesh-testplade i Spike 0. Et runtime-snit ændrer geometrien, lukker skærekanten og opdaterer collision, så den bortskårne del ikke længere bærer fysiske objekter.

Det er endnu ikke den endelige frie skæring. Næste mål er spillerstyret markering, skæring langs markeringen, et fysisk afskåret fragment, undo/redo og permanent save/load.

Det offentlige roadmap er samtidig omstruktureret til større milepæle. Tekniske forsøg og konkrete testresultater hører fremover til i udviklingsstatus og devlog.

GitHub roadmap og devlog autosync er aktiveret

Street Dreams Garage opdaterer nu automatisk både sit offentlige roadmap og markerede udviklingsopslag på MarQCodeWorks-hjemmesiden.

RELEASE CENTER

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The project is public, but no download has been linked to it yet.