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Aeternum

  • 3d
  • third-person
  • exploration
  • fantasy
  • low-poly
  • adventure
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kender Piñero built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Aeternum yet. Play it, then tell Kender Piñero what you would add next.

Make your own game

Aeternum was built by Kender Piñero 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 Aeternum 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.

Read the build brief for Aeternum

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 playable 3D third-person exploration vertical slice titled “Aeternum,” with the subtitle “Fragmento de la Isla de Lythra.” Use a stylized low-poly fantasy look with simple geometric player/terrain and Quaternius-like fantasy environment props, soft shadows, atmospheric fog, and a muted teal sky/ocean palette with warm golden-brown ruins.

World and camera: Make a circular raised island roughly 50–55 units across, floating/sitting in a surrounding circular teal ocean. The island is a low, thick cylinder with dark olive-green grass and an irregular sandy/tan area or path leading toward the temple. Use a perspective third-person camera that follows behind and slightly above the player at about 6.8 units distance; the camera can be rotated by dragging, and should work with keyboard and touch-style controls. Add pale blue-gray fog that fades distant objects into the sky. Light the scene with a warm directional sun from above/front-left, cool ambient hemisphere lighting, and soft cast shadows.

Player: Start the player near the front/southern edge of the island at approximately (0, 1, 10), facing toward the ruins in the distance. Represent the adventurer as a simple low-poly humanoid-like figure: a dark navy-blue rounded capsule cloak/body, a small warm brown spherical head with no visible facial details, and a short steel-gray sword held at the right side with a brown guard/hilt. The character casts a shadow. Movement must support WASD and arrow keys, with movement speed around 6.2; Shift makes the character run; Space makes the character jump with gravity and a jump speed around 8.5. While moving, rotate the player to face the movement direction. Include touch/mobile-friendly movement and camera interaction if supported by the control system; the reference visibly shows a translucent circular touch control at bottom-right on mobile.

Landmarks and decoration: Place a large golden/dark wood fantasy temple or shrine at the north end around (0, 0.7, -9), scaled prominently (about 1.65), as the main destination. It should look like a tall stylized first-age temple/ruin with dark vertical wooden or bronze walls, warm golden-brown trim, a peaked/stepped roof, and reddish accents. Place a smaller watchtower/house structure to the east around (10.5, 0.7, -2.5), scaled about 1.35. Scatter approximately six rounded low-poly tree groups around the island perimeter (positions similar to -12,-8; -9,8; 12,7; 15,-9; -16,2; 7,-15) and six gray low-poly rocks (around -5,-6; 5,-4; 7,8; -11,5; -15,-7; 13,-14). Keep the environment sparse and readable, with no enemies, combat, inventory, health, or extra collectibles.

Core objective and state change: The only gameplay objective is to explore the ruins and discover the first vestige. Track whether the player has found the shrine. When the player comes within about 4.5 units of the temple’s target location near (0, 1, -9), change the quest text to exactly: “Primer vestigio descubierto: la isla guarda un mapa hacia las profundidades.” Also change the bottom status message to: “El templo responde a tu presencia. La aventura acaba de comenzar.” Before discovery, show: “El viento trae voces desde el templo.” There is no combat and no separate win screen; reaching the temple completes this small discovery beat.

HUD: Overlay a fixed, non-interactive-with-the-world dark translucent panel in the upper-left, with a subtle gold border, blur/gradient, and shadow. It should contain the large spaced gold title “AETERNUM,” the pale teal subtitle “Fragmento de la Isla de Lythra,” the initial quest text “Explora las ruinas doradas y descubre el primer vestigio de la isla.”, and the control hint “WASD / flechas para moverte · arrastra para girar la cámara · Shift para correr · Espacio para saltar”. Put a small upper-right badge reading “VERTICAL SLICE 01” in uppercase with letter spacing on a translucent dark rectangle. Put the status message in a translucent dark bar at the lower-left with a narrow gold vertical accent on its left edge. On narrow/mobile screens, make the main panel span most of the top width, move the badge below it, and let the status bar span nearly the full bottom width. Preserve the Spanish copy, restrained dark teal UI, gold highlights, and exploratory atmosphere shown in the reference.

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