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Arcade › Ashes of Eternity
Click the game above and it runs right here in your browser. No download, no installer, no account needed. TAHER Chaboub built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ashes of Eternity yet. Play it, then tell TAHER Chaboub what you would add next.
Ashes of Eternity was built by TAHER Chaboub 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 Ashes of Eternity 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 third-person 3D exploration game titled “Ashes of Eternity,” with the subtitle “Ruins of the Aetherfall.” The player controls an armored cybernetic sci-fi character called the Aether Warden in a dark, ruined futuristic city. Use a behind-the-character third-person camera with perspective view, approximately 55-degree field of view, following the player at about 5.4 units distance; allow the player to click to capture mouse look. Support WASD and arrow-key movement, Shift for sprinting, and Space for jumping, with gravity and a jump arc. The player starts at world position roughly (0, 0, 10) and can freely explore the platforms and ruins. Build the environment as a dark navy/purple floating ruin or city-fall setting. Use a large central dark ruined platform around 34 by 34 units, plus smaller separated platforms in the surrounding space. Scatter 18 short ancient ruin pillars across the area: blocky dark stone/metal columns of varying heights, some slightly rotated, with occasional subtle purple emissive accents. In the distance, create a skyline of 12 dark blue-black rectangular fallen city towers of different widths and heights, with alternating cyan and magenta glowing neon bands. Place a dramatic “Fractured Spire” objective at approximately (0, 4.2, -14): a tall, slightly tilted, six-sided dark purple cone about 9 units high, with a bright floating magenta octahedral core near its center. Add 10 floating cyan aether shards, small glowing faceted diamond/octahedron shapes arranged across the ruin field. Include a few cyberpunk city props such as stacked modules/crates and an antenna if 3D asset loading is available. The Warden should be a loaded low-poly cyberpunk humanoid character, scaled up to about 1.55, facing into the scene. Give the character a bright cyan glowing sword on the left side, a compact magenta/pink plasma rifle on the right side, and a cyan glowing circular aura ring around their feet. The sword should be a narrow luminous blade around 1.65 units long; the rifle should be a small glowing rectangular sci-fi weapon. Play an idle sword animation on the character. Add three animated low-poly mech sentinel enemies, positioned approximately at (-9,-4), (8,-2), and (3,-11), scaled to about 0.8. They should idle/hover subtly, face toward the player, and be labeled conceptually as threats. They are environmental enemy presence only: do not add attacks, health, damage, weapons fire, or combat unless explicitly needed to reproduce the visible behavior; the actual code only makes them idle and track the player’s facing. Use a nearly black violet background (#080718) with exponential fog, deep blue/purple ambient lighting, a strong cool cyan directional light, a cyan point light that follows near the player, and a magenta point light in the distant city. Use high-contrast neon cyan and hot pink emissive materials, soft shadows, metallic rough sci-fi surfaces, and subtle glow-like emissive lighting. The overall art style should be low-poly cyberpunk fantasy: dark indigo ruins, luminous cyan shards and aura, magenta objective core, and a cinematic futuristic atmosphere. Keep the camera and objects framed similarly to the supplied view, with the player centered in the foreground and the spire/enemies visible ahead through fog. Implement a simple objective state. The initial bottom-center message must say: “Reach the fractured spire. The city is still falling.” When the player comes within 3 units of the spire at (0, 0, -14), mark the objective reached and replace the message with: “THE SPIRE ANSWERS — press on, Warden.” There is no win screen, combat resolution, or level transition. The HUD must be a fixed, translucent dark panel in the upper-left with a thin cyan border and glow. Show the title “ASHES OF ETERNITY,” subtitle “RUINS OF THE AETHERFALL,” and live stats “THREATS 3” and “ENERGY 100.” Energy begins at 100 and remains unchanged during normal play; display it as a rounded nonnegative value. Add a magenta-outlined “REDEPLOY” button that resets the player to (0,0,10) and clears the reached state/message. In the upper-right, show the control hint: “WASD / arrows move · Shift sprint · Space jump” followed by “Click to capture look · sword aura is live.” Hide that hint on narrow mobile screens, and make the HUD responsive. The world should render full-screen behind the HUD with no extra debug overlays.