Arcade › Alien Canyon
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matthew Johnson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Alien Canyon yet. Play it, then tell Matthew Johnson what you would add next.
Alien Canyon was built by Matthew Johnson 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 Canyon 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 playable Three.js-style first-person tactical shooter slice titled “Alien Canyon.” Use a 3D perspective camera with a broad 68-degree field of view, starting the player at the near end of a long canyon arena. The player is an unseen FPS character carrying a large steampunk V-1014 Brass Arc-Rifle viewmodel in the lower-right foreground: dark wood stock and grip, ornate brass receiver and scope, two parallel brass/dark barrels, glowing cyan vacuum tubes, orange copper wires, and a muzzle flash. Make the environment a stylized low-poly red-rock military warzone under a blue-gray stormy sky with fog. Build a large mixed grass-and-dirt tiled ground extending down the canyon, red and dark-red faceted cone-like rock mountains forming both side walls and the distant horizon, blocky pixel clouds overhead, sparse alien plants with green stems and four radial leaves, concrete bunkers with dark roofs, metal doors and small yellow-lit firing slits, low barricades and concrete walls, and several burning metal debris piles with animated orange flames, point-light flicker, and rising semi-transparent smoke puffs. Scatter defeated dark insectoid/alien bodies across the arena as environmental props. Place two active armored gas-mask soldiers in the middle distance, initially around the canyon path. Model each as a blocky humanoid with gray plate armor, dark chest/head/limbs, shoulders, a compact rifle, and a futuristic gas mask with two bright glowing red lenses. Each starts with 4 hit points, moves toward the player at roughly 0.35–0.50 world units per second, faces the player while approaching, and attacks when within about 2.2 units. Their close-range attack should periodically remove up to 6 armor first, with any remainder reducing health; start the player at 100 health and 75 armor. Animate their legs with a simple walking stride. When shot four times, turn the soldier into a dark fallen corpse, disable its target marker, and increment the kill count. Do not invent additional enemy types, pickups, interiors, grenades that can be thrown, or a larger progression system. The core loop is: press an “ENGAGE SQUAD” button on a centered yellow-bordered start card, move around the bounded arena, aim with the camera/crosshair, shoot the two soldiers, reload, and survive their approach. The rifle has a 30-shell magazine and 120 reserve shells. Each shot consumes one shell and uses a center-screen raycast against enemy body parts; mouse/tap shots use the clicked screen position, while Space fires from the crosshair. If the magazine is empty, show a dry-fire click instead of shooting. Press R to reload; reloading takes about 0.82 seconds, fills the magazine from reserve up to 30, and displays “RELOADING” / “MAG OUT / MAG IN.” Shooting should visibly animate rifle recoil and a brief bright muzzle flash, emit small yellow shell-like particles, and update ammo immediately. Controls: WASD or arrow keys move relative to the player’s facing direction; Shift makes movement faster; mouse click or touch shoots at the clicked location; Space shoots from the crosshair; R reloads. Support gamepads: left stick movement, right stick camera yaw/pitch, RT/R2 or a face button shooting, and X/Square or B/Circle reload. Clamp movement to approximately x=-24..24 and z=-54..18. Allow modest vertical camera look with pitch around -0.42..0.38 and add subtle head bob while moving. The player begins facing down the canyon, with a crosshair at screen center made of a yellow plus and square ring. Create a clean modern tactical HUD over the 3D scene. In the upper-left show HEALTH: 100 and ARMOR: 75 with red and gray horizontal fill bars and medical/shield icons. In the upper-right show a square translucent radar/minimap with N/E/S/W labels, a central red player dot, and a simplified canyon shape. Along the top show a control hint (“WASD / LEFT STICK MOVE · MOUSE / RT SHOOT · R / X RELOAD”) and a compass tape with numeric headings and W/N/E markers. Display an enemy marker over each visible active soldier: a red skull icon with a small red health bar, hidden when off-screen or dead. Along the lower-left show “V-1014 / BRASS ARC-RIFLE,” the current magazine/reserve format such as “030 / 120,” “FRAG x2 · STUN x1 · RELOAD: X / R,” and a status line such as “VACUUM TUBES STABLE · KILLS 0.” These grenade counts are readout decoration only; there is no grenade mechanic. Put a translucent “SYSTEM: ENEMY SQUAD ENGAGED / INTEL: OBJECTIVE UPDATED” alert in the lower-right. Add a dark radial visor vignette around the screen edges and brief status toasts for reload and dry fire. Use blocky/pixelated, high-contrast tactical styling with yellow/gold accents, translucent charcoal panels, red health/enemy indicators, cyan weapon tubes, and crisp shadowed monospace/condensed text. The start state should show the canyon scene behind a dark translucent overlay and a gold-bordered card reading “ALIEN CANYON,” describing an AAA-styled tactical canyon firefight with the brass-and-dark-wood rifle and gas-mask soldiers, plus an “ENGAGE SQUAD” button. Starting the mission hides the overlay, resets health, armor, ammo and player position. Use flat-shaded low-poly geometry, shadows, fog, animated flames/smoke, and restrained atmospheric motion to match the stylized game slice.