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Afterlight District

  • 3d
  • first-person
  • exploration
  • sci-fi
  • atmospheric
  • city
  • mission
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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. Rafay Gopang built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Afterlight District yet. Play it, then tell Rafay Gopang what you would add next.

Make your own game

Afterlight District was built by Rafay Gopang 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 Afterlight District 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 Afterlight District

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 first-person 3D exploration game titled “Afterlight District,” set in a dark futuristic-looking city at night. Use a Three.js-style perspective camera with a wide field of view (about 72 degrees), positioned at human height, and let the player look around with FPS mouse controls. The scene should feel like a quiet, rain-soaked metropolitan district: deep navy/black sky, subtle fog that thickens in the distance, blue-gray asphalt, reflective road surfaces, large blocky commercial skyscrapers lining a central open boulevard, occasional street lamps, a few trees in small park-like areas, and sparse warm orange window lights. Add cool moonlight and a soft warm accent light for contrast. The visual style is atmospheric, low-saturation sci-fi/cyberpunk city realism using simple modular building and road geometry rather than a crowded detailed environment.

Build a navigable grid-like district around the player. Keep the central north-south and east-west roads open, with repeated roads/intersection pieces forming lanes and tall buildings arranged in blocks around them. Include pale reflective lane markings crossing the roads. Add a rotating vertical cyan-blue beacon at approximately (-24, 1.5, -24), and an orange glowing rotating faceted collectible at approximately (24, 1.1, 24). The main objective flow is: start in the district, explore to find and collect the orange item by approaching within about 1.5 world units, then change the mission to “Return to the blue beacon”; when the player comes back within about 2 units of the beacon, show “District sweep complete” and “Mission complete · free exploration unlocked.” Hide the collectible after pickup. There are no enemies, combat, weapons, health, or vehicles; the game is peaceful free exploration with a simple recovery-and-return mission.

Have rain enabled by default as a field of roughly 1,600 small pale-blue particles distributed above the district, falling continuously and resetting to the top when they reach the ground. Support toggling rain visibility in Settings. Include subtle dynamic environmental variation: slowly vary moon/hemi light intensity and fog over time, and move a warm point light gently around the scene. The blue beacon and orange collectible should visibly rotate.

Use FPS movement controls shown in the HUD: WASD to move, mouse to look, Shift to sprint, C for crouch, and Space to jump. Use a movement speed around 4.6 and jump speed around 7.2 with gravity around -22. Pressing C should at least provide the visible status response “Crouch ready · stay low under the rain.” Escape toggles a pause overlay; pause must stop gameplay updates while open. Include Resume, Save progress, and Settings controls. Save progress to browser local storage, including whether the collectible was obtained and the player position, and restore it on reload with a “Progress restored” toast. Settings should provide Toggle rain, Toggle ambience, and Back. Add looping quiet ambient audio, start it after user interaction, and allow it to be muted.

Create a clean fixed HUD over the 3D view. In the upper-left, show a translucent dark glass panel with thin pale-blue border, the title “AFTERLIGHT DISTRICT,” the current mission text, and a status line such as “Checkpoint 01 · Rain easing in.” In the upper-right, show a square minimap around 154 by 154 pixels with a nearly black-blue background and thin gray grid lines. Plot the player as a cyan dot, the orange objective as an orange dot toward the lower-right, and the blue beacon as a cyan dot toward the upper-left; clamp the player marker to the map bounds. Put a small pale crosshair at screen center. Along the bottom center show a translucent hint panel reading exactly “WASD move · Shift sprint · C crouch · Space jump · Esc pause.” Show temporary centered toast notifications for actions such as collectible recovery, save confirmation, restored progress, rain enabled/disabled, and ambience enabled/muted. Use rounded translucent panels, subtle backdrop blur, restrained blue-gray typography, and responsive positioning for smaller screens.

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