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Concept · early prototype

monrovia hustle 3d

Monrovia Hustle 3D is a playable concept — a vertical slice of the world, systems, and story we want to build at full scale. In plain English: a Monrovia-set story game about street hustle, family pressure, and choosing your lane — part open-street slice, part mission-driven drama.

Not a finished AAA retail product — an honest prototype to prove direction and gather signal.

Monrovia Hustle trailer on YouTubePlay trailerOpens on YouTube in a new tab
Trailer · Monrovia Hustle 3D1 / 7

About this concept

Label for players: treat this page and build as concept / early prototype, not a finished boxed product. Expect a Liberian urban hustle drama in Godot on Windows, with comic sequences, a small 3D hub, and an open-street block — stitched together as a vertical slice.

The public hub stays lighter on spoilers; here we spell out what's in the slice, how you're meant to play it, what comes next, and how partners can reach the studio.

What's in this build

  • Intended path from the main menu: Play — content-warning / rating slides — intro comic (slideshow) — Jboy's bedroom hub (phone, story beats, find the key, exit toward the street) — loading — the Street open block in third person with interaction prompts and UI hints.
  • Street loop: side “hustles” (pickup / drop-off / bike / street-sell-style zones) that pay LD and tie into broader Uncle Flomo-style trust in the full design.
  • Mission spine (concept): the Tenneh phone thread — talk to Trapper, Tenneh, back to Trapper, Blamo (phone deal / money-split beat with an Orange Money–style flavour), DC Young, Musu, then close with Trapper; waypoint / “yellow arrow” prompting, E to interact, voiced lines.
  • Story menu: “Story” cards can jump episodes (intro, room, Angel comic, house, street, club, office, opening room) — the full experience is intentionally menu-driven episodes plus the street chain, not only one straight line.
  • Controls: keyboard/mouse for this Windows slice; touch and mobile performance are roadmap targets, not promises in this drop.

Roadmap · what's next

Only items we intend to keep chipping at — not a hype list:

  • Mobile-capable build and performance pass once funding allows
  • More story chapters, polish passes, and clearer signposting between comic · room · street · club · office modes
  • Formal waitlist / newsletter and cleaner installer distribution
  • Partners for marketing, localization, and compliance where real brands appear as fiction

Why it can feel like “many demos in one”

Jumping between comic, bedroom hub, open street, and later club / office beats is a lot of modes for one download. Without heavy hand-holding, some players read that as scattered — for a vertical slice, that's normal, not a logic failure.

Simple genre tag: story-led 3D third-person life / hustle sim — open(ish) street plus scripted mission chain, light economy (LD / wallet), and branching narrative toward club, uncle, and path choice. Closer to narrative adventure with errands than a pure shooter or racer.

The story pitch

Set against the vibrant backdrop of downtown Monrovia, Liberia, Monrovia Hustle 3D follows Jboy, a 24-year-old navigating a tough economy. When his girlfriend, Angel, breaks up with him over money and stability, Jboy lands on the unforgiving pavement of Carey and Benson streets.

Caught between his mother's grounded wisdom and the fast-money pull of the corner boys, he has to move through the city grid. Take shady missions from fast-talkers like Trapper, or stack Liberian Dollars (LD), dress sharp, and aim for a real seat at Uncle Flomo's desk — in Monrovia, your hustle shapes survival.

Screenshots & media

Use the carousel above: trailer first, then stills that try to show character on street, environment reads, HUD / prompts — not only menus. Quality varies by capture pass; some tiles are workspace references.

About the developer

Victor Edet Coleman

Founder & CTO — HUIX-2099 · Monrovia, Liberia

Solo lead on Monrovia Hustle 3D — 3D game assets, storytelling, graphics and this site, narrative systems, technical direction, and the rest of the pipeline that gets the concept in players' hands. Thank you to early testers and friends who file bugs and keep receipts honest; you'll roll into credits as the campaign formalizes. More on the team index.

Monrovia Hustle 3D — voice cast

Monrovia Hustle 3D voice cast for HUIX-2099 (Liberia): each card opens the team profile; the Google row runs a search tuned to that performer and the game's voice cast. Casting stays open — Facebook, socials, and Gmail on each profile.

Art & artists

Section anchor: #artists

Who's responsible for how the slice reads on screen — not in-fiction characters (see Cast), but the people steering art direction, key art, music collaborators, and future credits.

Bucky Raw

Music partnership · Marketing & promotion

Bucky Raw and his team partner with HUIX-2099 on Monrovia Hustle 3D: authentic Liberian sound for the slice, plus real marketing muscle — they help promote the game, shape how it shows up to players and press, and back the build with street-credible reach.

Full artist page →Facebook

Credits update as partners join — no implied endorsement yet.

Nikey 20

Music contributor · menu, gameplay & original tracks

Nikey 20 FT SIO King Dennis.mp3 — the hustler song — runs on the main menu and in gameplay in Monrovia Hustle 3D. His own cuts (Muck Buck, Musci African, Baddie Baddie) are in the build too, with more masters clearing as the slice tightens.

Full artist page →Facebook

Credits update as partners join — no implied endorsement yet.

Partners & investors

Problem / opportunity

West African cities — and Monrovia specifically — are under-represented as lived-in spaces in story-led games. A hustle-forward urban drama with real cultural texture addresses players and press hungry for that authenticity, without defaulting to Hollywood clichés.

What we're looking for

  • Funding: early-stage / project-scale conversations to move from solo prototype to a shippable slice and small team (specific rounds discussed privately).
  • Collaborators: character art, environment polish, engineering for performance and mobile, audio production.
  • Distribution: platform and marketing partners who understand narrative indies and emerging markets — not vague “support,” but concrete paths to players.

Contact: huixtech2099@gmail.com · Socials in the studio strip above — no implied endorsement by real-world brands referenced in-fiction unless we publish a formal partnership.

System requirements (prototype)

Minimum

  • OS: Windows 10 (64-bit) or newer
  • Processor: Dual-core concept build
  • Memory: 8 GB RAM
  • Graphics: DirectX 11 class GPU
  • Storage: TBD — installer ships via studio email

Recommended

  • OS: Windows 11
  • Processor: Quad-core
  • Memory: 16 GB RAM
  • Graphics: GTX 1060 / RX 580 class or better

Community & backers

Backers and collaborators roll into credits and partner strips as the campaign formalizes. Drop a donation or join the mailing thread via demo access.

Support the campaign

Concept build · demo / press

Play the concept · get access

Windows installers ship when QA clears. Email for invite links, wishlist placement, or a supervised walkthrough — not a mass-market store drop yet.

Privacy: Demo requests and wishlist replies use studio email (huixtech2099@gmail.com); we don't sell addresses. If we add analytics or marketing capture, we'll publish a short policy on this site.

Trademarks: Names of real companies, carriers, or payment brands (e.g. Orange Money) that appear in dialogue or UI are fictional uses for world-building; trademarks belong to their owners and do not imply partnership or endorsement unless we state otherwise.

HUIX-2099
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Designed & Engineered by Victor E. Coleman. All Rights Reserved.
HUIX-2099, Monrovia, Liberia. Email: huixtech2099@gmail.com Call Us Now: +231 776 800 064