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Arcade › Harvest Haven
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Black Кактус built it with Cinevva, so it works on a phone or a tablet too.
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Harvest Haven was built by Black Кактус 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 Harvest Haven 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 mobile-first 3D isometric colony-management game titled “Ant Empire.” Use Three.js or an equivalent WebGL engine with an orthographic camera at approximately (6, 8, 8), looking toward the center of a small underground ant colony. The visual style is dark, warm, polished and toy-like: a nearly black/brown earthen environment with fog, soft shadows, amber/orange fill light, gold glows, translucent glossy colored chambers, and tiny floating gold motes. The playable colony is a compact connected network of four shallow oval, beveled, glowing chambers on a brown ground plane, viewed from above at an angle. Arrange them as follows: an orange Queen Chamber in the center/back (the heart of the colony), a pink Larvae Nursery to the right/front, a yellow-gold Food Storage to the left/front, and a red Soldier Barracks toward the lower/front. Connect chambers with short low-poly brown tunnel segments, including links between consecutive chambers, Queen-to-Nursery, Queen-to-Storage, and Nursery-to-Barracks. Add a dark earthen back wall and subtle brown fog/background. Model the Queen Chamber with a large stylized queen ant: brown segmented abdomen, thorax and head, six tiny legs, a small gold crown and a faint gold aura. Add several small dark worker ants that continuously walk smoothly between randomly selected chambers along the visible network/straight interpolated paths, with slight movement variation. Start with three ambient worker ant models even though the worker resource begins at zero; newly hatched workers add more moving ants. Decorate the Food Storage with small glowing gold sugar/food nuggets, the Nursery with pale eggs, and the Queen area with several dim gold crystal-like decorations. Chambers should softly pulse with emissive light; the selected chamber should brighten. Include subtle ambient floating gold particles. At the start, show a full-screen dark translucent caste-selection modal titled “ANT EMPIRE,” with a 🐜 icon and subtitle “Choose your evolutionary caste.” Offer two selectable cards: “Leafcutters,” marked “+20% Gathering,” which applies a 1.2 gathering multiplier; and “Army Ants,” marked “+15% Raid Power,” which stores an attack bonus of 1.15 (there is no actual raid screen in the implemented game, so do not add one). After selection, close the modal and begin a guided tutorial from General Mandible. The tutorial is a bottom dialogue card with a brown ant avatar, gold speaker name, instructional text and a gold button. Guide the player in this exact sequence: tap Food Storage to harvest sugar; tap Larvae Nursery to hatch a worker; tap Queen Chamber and feed her 10 food to produce larvae; then show a completion message explaining “Harvest food → Hatch workers → Feed Queen → Grow,” followed by a congratulations message telling the player to explore chambers, train soldiers and dominate the underground empire. During the tutorial, clicking a chamber out of sequence should show a toast such as “Follow General Mandible’s guidance!” and the intended chamber should be highlighted. Implement the core resources and chamber actions exactly: start with 50 food, 0 larvae, 10 Royal Jelly, 0 workers, 0 soldiers, and a worker capacity of 5. The top HUD is a compact translucent dark bar: left badges show 🍯 food and 🥚 larvae; right shows ✨ Royal Jelly and, once selected, a faction tag reading either “🌿 LEAFCUTTER” or “⚔️ ARMY ANT.” Clicking/tapping a chamber performs raycast selection and displays a dark glass tooltip near it with its name, description, current stat, plus a floating gold action button. Food Storage action: “🌾 Harvest Sugar.” Grant floor((5 + workers * 2) * 1.2) food for Leafcutters or floor((5 + workers * 2) * 1.0) for Army Ants, show a reward popup such as “+5 🍯,” and send gold food particles from the chamber toward the food HUD badge. Nursery action: “🐜 Hatch Worker.” If at least one larva exists, consume one larva, add one worker, update food generation to 0.5 + workers*0.3, show “+1 Worker 🐜,” and send pink larva and ant particles. If no larvae, show “No larvae to hatch!” Queen action: “🍯 Feed Queen.” If food is at least 10, subtract 10 food and grant 2 larvae, or 3 larvae for Leafcutters, with egg/food particles and a reward such as “+2 🥚”; otherwise show “Not enough food!” Barracks action: “⚔️ Train Soldier.” Cost is 15 food for the first soldier and increases by 5 for every existing soldier; if affordable, subtract it, add one soldier and show “+1 Soldier ⚔️”; otherwise show “Need X food!” Workers automatically gather once per second: each worker adds 0.5 food, multiplied by 1.3 if the Speed Boost is owned and 1.2 for Leafcutters. If food is above 5, each second there is a small chance (0.01 * workers) to gain one larva automatically. Every five seconds, if larvae exist and workers are below maxWorkers, automatically convert one larva into one worker, update the worker rate and add a moving worker ant plus particles; when workers reach maxWorkers-1, increase maxWorkers by 3. A purchased speed boost also makes worker movement 1.3x faster. Keep resource values visible as integers in the HUD. Add a fixed bottom navigation with three translucent rounded buttons: 🏠 Colony (active by default), 🏪 Shop, and 💬 Chat. Colony closes overlays and returns to the scene. The Royal Jelly Shop opens as a dark bottom sheet titled “🏪 Royal Jelly Shop,” showing the current ✨ balance and exactly three items: “🪲 Bullet Ant Warrior” for base price 15, described as “Legendary unit. 2x raid power, 3x HP”; “🧪 Acid-Sputter Ant” for base price 25, described as “Unlocks acid attack. Melts enemy defenses”; and “⚡ Speed Boost (24h)” for base price 10, described as “All workers move & gather 30% faster.” Prices increase by 3 for each prior purchase of that item. Buying requires enough Royal Jelly, marks the item Owned and prevents another purchase; Speed Boost activates for 24 hours. Since the game contains no combat/raid implementation, the Bullet and Acid purchases only unlock/store their ownership state and should not invent combat screens. Show a gold “Unlocked!” reward and jelly particles; insufficient balance shows “Not enough Royal Jelly! ✨.” The Chat navigation opens a full-screen dark “💬 Colony Chat” overlay with close button, scrollable message bubbles and a text input/send row. Prepopulate it with four visible messages about raiding Sector 7, Leafcutters gathering food, Army Ants defeating a Fire Ant colony, and a welcome message from the player. Sending a nonempty message adds a right-aligned “👑 You” message marked “Just now,” and with a 40% chance, after roughly 0.8–2 seconds, add one rotating canned reply from General Mandible, LeafQueen or WarAnt. Include a hidden/initially absent notification badge behavior consistent with the UI. Use responsive, touch-friendly controls, pointer/tap raycasting on the 3D chambers, dark translucent glass UI panels, rounded corners, Nunito-like bold rounded typography, gold gradients for actions, and short pop-in/slide-up/pulse animations. When an action changes resources, show a centered temporary gold reward popup and 2D emoji/resource particles that arc toward the relevant HUD badge. The game should feel like a small illuminated ant nest emerging from darkness, matching the provided screenshot’s extremely dark brown isometric presentation with the four colored glossy chamber discs as the focal point.