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Alien Breach

  • 3d
  • fps
  • shooter
  • survival
  • sci-fi
  • arcade
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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. Dario Stübs built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Alien Breach yet. Play it, then tell Dario Stübs what you would add next.

Make your own game

Alien Breach was built by Dario Stübs 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 Alien Breach 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 Alien Breach

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 first-person survival shooter titled “Alien Breach.” Use a Three.js-style FPS presentation with a perspective camera and mouse-look, set in a dark futuristic sci-fi arena. The world should have a large square metal walkway floor with a worn industrial texture, subtle cyan grid lines at regular intervals, atmospheric dark navy background/fog, cool blue lighting, and several low sci-fi cover/barrier props distributed around the arena. Include a visible first-person sci-fi rifle/blaster model in the lower-right foreground.

The player starts near one edge of the arena and can move with WASD, look with the mouse, and jump with Space. On desktop, clicking fires; on touch devices show a circular cyan-outlined FIRE button in the lower-right that fires on tap. Use a small pale cyan crosshair at screen center, and when gameplay starts capture the mouse pointer if supported.

At mission start, show a centered modal panel with a translucent very dark background, thin glowing cyan border, and cyan/ice-blue typography. It must read: “ALIEN BREACH”, “Hold the line. Clear the arena.”, “WASD + mouse · click to fire”, and have a bright cyan “START MISSION” button. Behind/around it, show the arena and the HUD. The persistent HUD has the cyan title “ALIEN BREACH” at the upper-left and right-aligned white counters at the upper-right: “SCORE 0” and “HEALTH 100”. Along the bottom-left display the hint “WASD move · mouse look · click / tap FIRE · Space jump”.

Populate the arena with six identical cute stylized animated alien creatures: place them initially around the distant perimeter, roughly at left/right and back positions rather than directly beside the player. They should be colorful cartoon-like monster models with idle animation, shadows, and a slight scale that makes them clearly visible enemies. Once the mission begins, every living alien continuously approaches the player across the floor. If an alien reaches approximately 2.1 units from the player, it intermittently damages the player for 3 health, with the damage occurring probabilistically rather than every frame. The player begins with 100 health. Firing uses a ray from the center crosshair into the camera’s forward direction; a shot can hit an alien under the crosshair. Each alien has 3 hit points, and each successful hit subtracts one. When an alien is defeated, hide/remove it and add 100 points to the score. Include a short fire cooldown of about 0.22 seconds so firing cannot be unlimited every frame. Update the score and health HUD immediately; never let displayed health fall below zero.

When health reaches zero, stop the game and show a centered dark translucent game-over modal in the same cyan-bordered style with “SIGNAL LOST”, “The aliens breached the perimeter.”, the final “Score: [value]”, and a “RESTART” button that reloads/restarts the mission. Keep the overall visual style minimal, neon cyan sci-fi UI over a near-black blue environment, with soft shadows, cool directional lighting, and a restrained arcade survival-shooter feel. Do not add weapons, pickups, multiple waves, ammunition, or other mechanics beyond the single blaster, six approaching aliens, score, health, movement/jump, and restart flow described here.

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