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ASI Silent City

  • 3d
  • third-person
  • exploration
  • stealth
  • sci-fi
  • low-poly
  • mission
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

ASI Silent City was built 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 ASI Silent City 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 ASI Silent City

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 third-person 3D exploration game titled “ASI // SILENT CITY.” Use a dark, low-poly futuristic city at night with a navy/blue-black atmosphere, blue fog, soft cool lighting, shadows, and a clean sci-fi HUD. The camera should follow the player from behind at a moderate distance and use a perspective view. The player is a small stylized cyan humanoid/robot named A-17: a glowing pale-blue capsule-like body with a dark rectangular visor and subtle cyan emissive light. Place the player at the center of a broad city grid.

Build the environment as a large flat dark ground plane with a regular street network: broad blue-gray roads crossing vertically and horizontally, pale lane dashes, and raised square plaza/sidewalk pads at intersections. Surround the roads with repeated low-detail blocky commercial buildings in alternating pale blue-gray forms, arranged around the perimeter and along the avenues. Keep the visual style geometric, minimal, and atmospheric rather than realistic. Use cool blue directional/hemi lighting, some warm accent lights, shadows, and distance fog.

The core game is a four-step mission with no combat. The player explores the streets and walks between three glowing objective markers while avoiding moving patrol robots. The first objective is “Find the communication module.” Put a warm amber communication module marker at world position approximately (10, -8): an octagonal dark base, thin glowing amber pillar, and glowing ring. When the player is close, show an INTERACT button; pressing it hides the module and advances the mission. The second objective is “Bring it to Terminal C-07.” Put a blue glowing terminal marker at approximately (-10, 10), using the same base/pillar/ring style. When the player reaches it and interacts, hide it and advance. The third objective is “Activate the signal tower.” Put a purple marker at approximately (0, 20); interacting with it activates the tower and makes a tall purple signal beam visible. The fourth objective is “Send the emergency signal.” When the player is near the tower, pressing INTERACT starts a three-second transmission countdown; keep the player close, then complete the game with the text “Emergency signal sent.” and “Objective complete — city response beacon online.” Aria should say that the signal was received and a rescue corridor is opening from A-17.

Add three small stylized patrol robots that move continuously on rectangular routes through the streets. Each robot should have a colored boxy core, dark glowing cyan head/display, two simple legs, and a slight hovering/bobbing motion. Use one amber robot on a large outer route, one periwinkle robot on another outer route, and one mint robot on a smaller central route. They should not attack or damage the player. Instead, proximity within about five world units raises the threat meter and causes contextual Aria messages such as “A patrol is crossing your route. Keep moving and maintain distance.” When patrols are far away, threat gradually returns toward a low baseline. Movement drains energy gradually and standing still replenishes it; health remains displayed as a full status value, with no implemented combat required.

Implement player movement with the game’s third-person controls, including directional movement, camera-follow behavior, and jumping, and support the on-screen INTERACT control near an available objective. Keep the game in landscape orientation; on portrait mobile screens show a centered message asking the player to rotate the phone to enter Silent City. Make the interaction prompt a rounded dark-blue button centered near the bottom and only visible when the player is within range of the currently valid objective.

Create a fixed translucent glass-like HUD over the game. In the upper-left, show “ASI // SILENT CITY,” the live coordinate readout in the form “X=53 Y=52 • A-17,” and three labeled horizontal meters: Health (green, initially 100), Energy (blue, initially 100), and Threat (amber, initially 18) with LOW/ALERT/HIGH text based on the level. In the upper-right, show a Mission panel with the current step and objective coordinate text. In the lower-left, show an Aria dialogue panel with the current guidance, beginning with “I have a quiet signal. Move through the avenue and retrieve the module.” In the lower-right, show a “TACTICAL MAP // LIVE” minimap: a dark map with a simplified street grid, building blocks, colored objective squares, moving patrol dots, and a cyan triangular player marker that rotates to show facing. Include the live coordinate beneath it and the label “▲ facing.” Use translucent dark panels, thin pale-cyan borders, rounded corners, compact uppercase labels, and cyan/blue text consistent with a futuristic tactical interface. The game should start immediately in the city with the module objective active and finish after the transmission timer completes.

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