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Arcade › Abyssal Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jordan Paolucci built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Abyssal Drift yet. Play it, then tell Jordan Paolucci what you would add next.
Abyssal Drift was built by Jordan Paolucci with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Abyssal Drift opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a browser-based 3D underwater exploration game titled “Abyssal Drift // 01.” Use a third-person perspective behind a small stylized survivor diver, with a freely adjustable camera controlled by mouse dragging and swimming controlled by WASD or arrow keys. The diver is a simple low-poly character: an off-white capsule-like suit body, a dark blue rounded visor, and a glowing cyan oxygen pack on the back. Place the diver initially in the Luminous Reef at approximately (-13, -1.5, 1), and let the player swim freely through a large underwater volume, keeping the playable vertical range between y=-14 and y=0.8. Movement should feel like swimming rather than ground walking, with a moderate speed around 5.2 and a third-person camera following at roughly 7.5 units distance. Build a dark deep-ocean scene with a nearly black/navy background (#021724) and exponential blue fog. Add soft cool lighting from above and a subtle underwater surface plane high overhead around y=1.5. The world has two visual biome regions divided by the diver’s x position: when x<0, show “Luminous Reef”; when x>=0, show “Abyssal Trench.” The reef floor is a broad teal circular seabed around y=-4.2, while the trench has a much deeper, nearly black floor around y=-15. Scatter colorful low-poly luminous cone corals throughout the reef, especially magenta/pink, cyan, and lime-green cones. Add scattered large dark cliff/rock forms across the transition and seabed. In the deep trench, add dark slender plant stems with small intensely glowing blue lantern orbs at their tips. Populate the reef with six drifting glassfin creatures: bright pink/magenta rounded fish-like bodies with cyan translucent-looking side fins and small glowing white eyes. They should slowly wander near the reef, moving gently side-to-side. Populate the trench with four larger deep-blue/purple abyssal rays, also slowly drifting. These creatures are environmental life and do not attack or damage the diver. Use simple low-poly geometry, emissive materials, vivid cyan/magenta/lime/blue bioluminescence, and strong contrast against the dark water. Place exactly six collectible energy pearls along a route through the world, represented as small bright cyan emissive faceted polyhedra. They should float and slowly rotate. Arrange them at differing x and y positions, alternating z positions, broadly progressing from the reef toward the trench (for example x=-18,-11,-4,3,10,17; y descending from about -1.2 toward -10.2; z alternating around -4 and 4). When the diver comes within about 1.35 units of a pearl, hide/remove it, increment the collected count, and show a centered temporary notification: “Energy pearl recovered.” On collecting the sixth, show “All pearls recovered — beacon online!” and mark the game won. There is no combat and no separate level; the collection of all six pearls is the objective. Implement oxygen as a resource. Start at 100%. While underwater below y=0.5, oxygen steadily decreases at about 0.9 percentage points per second; near/above the surface, oxygen replenishes quickly at about 9 points per second, capped at 100. Clamp oxygen to zero and show a temporary centered warning “Oxygen depleted — swim upward to the surface” if it reaches zero before victory. The code’s movement remains playable even at zero oxygen; the warning communicates the rule. Keep the diver clamped to the water column and update the oxygen continuously. Add a fixed glassy HUD overlay matching the underwater sci-fi style. In the upper-left, use a translucent very dark rounded rectangular panel with a thin cyan border and blur/shadow. Display the uppercase cyan label “ABYSSAL DRIFT // 01,” the current large biome name, a smaller native-life line that reads “Native life: Glassfin schools” in the reef and “Native life: Lantern rays” in the trench, an “Oxygen [number]%” readout with a horizontal rounded bar that transitions from mint/cyan, and “Energy pearls [count]/6.” Put a small thin white/cyan circular reticle at screen center. At the bottom center, show a pill-shaped translucent hint reading “WASD / arrows to swim · mouse drag to look · collect the cyan pearls.” Center temporary notification messages in a dark rounded box with a subtle cyan border. Keep the overall visual style clean, minimal, low-poly, neon-biological, and atmospheric, with no invented weapons, enemies, health, scoring, or extra mechanics.