Walk a campus and its town as a sophomore, then return as a graduate hunting a first apartment. Twelve encounters, one design competition, and a journal that becomes your own housing field guide. Your choices move three meters — money, stress, and community — and none of them can all stay green.
W A S D / arrows — walkdrag — look aroundE or click beacon — interactJ — journalL — reading room
Built for classroom use · no accounts, autosaves in your browser · export your journal any time · classroom guide & walkthrough
ObjectiveFind the Housing Office on campus (follow the beacons).
Press E to enter
Design Competition — The Corner Lot
Propose what belongs here
$0.0M of $12.0M
Click a placed piece to select it
Your field guide to housing
Journal
Concepts you can take anywhere
Insight cards
The town of Maple Falls
Map
unvisited completed you
The reading room — pause here anytime (L)
Critical readings
The game is fiction; these are not. Each card summarizes real research or reporting behind what you're playing, with the citation so you can go to the source. Readings unlock as encounters raise their questions. The notes you write here export with your journal.
Before you walk into town
Reader's prologue
You're about to spend two chapters making housing choices for a fictional person. The choices are invented; the forces behind them are not. One reading before you start, to set the stakes — open it, take two minutes.
A snapshot of you, before the game
Three questions. Nothing is graded and nothing leaves your browser — but your answers will be waiting for you at the end, and end-of-game you will want honest material to work with.
You can revisit every reading anytime — press L or the 📚 button.