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Arcade › Asteroid Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Asteroid Drift yet. Play it, then tell Oleg Sidorkin what you would add next.
Asteroid Drift was built by Oleg Sidorkin 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 Asteroid Drift 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 browser-based 3D endless survival game titled “Asteroid Drift.” Use Three.js with a dark space setting: a near-black/deep navy background with subtle fog, thousands of small cool-white stars streaming toward the camera, and faint translucent blue torus rings receding down the flight path as lane guides. Present the action from a perspective camera behind and slightly above a small spacecraft, looking forward into the debris field. The ship should be a stylized low-poly sci-fi craft with a pale cyan metallic cone-like hull pointing forward, dark side wings, a glowing blue cockpit, and two orange engine glows. The player ship starts near the lower center at approximately (0, -1.5, 12) and can move horizontally and vertically within bounded screen-space limits; it should bank/tilt in response to movement and have brighter engine glows while boosting. Core loop: the ship continuously flies forward through an endless field of incoming asteroids. Do not add shooting, enemies, levels, or a finish line. Spawn irregular low-poly brown/orange-gray icosahedron asteroids ahead of the player around z=-180, distributed across roughly 28 units horizontally and 15 vertically, with varied radii about 1.2–3.8 and random rotation. Move asteroids toward the camera/player as the forward speed rises. Spawn individual rocks and occasional small waves; the spawn interval starts around 0.9 seconds and gradually falls to a minimum of 0.22 seconds, while wave size grows from one to as many as three as survival time increases. Rocks wobble slightly and spin. Remove rocks that pass behind the player. Collision with a rock damages hull based on asteroid size, creates an orange particle burst, and removes the rock. The run ends when hull reaches zero. The player has 100 hull health. Start at forward speed 36 and smoothly ramp the target speed with elapsed survival time, capped at the normal increase used by the game (target is base 36 plus up to 32 over time). Display the speed as a multiplier relative to 36, initially 1.0x. Survival time increments continuously and the objective is to last as long as possible. Save the local best survival time in localStorage under a game-specific key and show it in the HUD. When the hull is breached, stop gameplay and show a centered translucent dark overlay card with the title “Hull Breached,” text stating how long the player lasted, and “Press Enter or tap Restart Run,” plus a Restart Run button. Enter or the button resets the run, clears asteroids/particles, restores hull and speed, and starts again. Abilities and controls: On desktop, Arrow keys or WASD move the ship with smooth acceleration/lerping; Shift is a held Boost. On touch/mobile, provide a large circular virtual joystick at bottom-left with a blue radial-gradient thumb that controls horizontal/vertical movement, and two circular buttons at bottom-right labeled PULSE and BOOST. Pulse is activated by Space or the Pulse button; it has a 4.5-second cooldown, emits a bright cyan particle burst around the ship, clears every asteroid within 16 world units, and restores 1.5 hull per asteroid cleared, capped at 100. Make the Pulse button visibly dim while cooling down. Boost is held with Shift or the mobile Boost button; it increases ship movement responsiveness/speed by a 1.7 multiplier, increases forward speed by 16 while held, and makes the engine glow larger/brighter; it is a mobility tradeoff rather than an invulnerability power. HUD/UI: Keep the 3D canvas full-screen and overlay a responsive dark glassmorphism interface. In the upper-left, show a rounded translucent navy panel with cyan uppercase letter-spaced “ASTEROID DRIFT,” rows for Time (one decimal seconds), Best (one decimal seconds), Speed (one decimal multiplier with x), and Hull with a percentage. Put a 10px rounded hull bar below, using a left-to-right mint/cyan to yellow to coral/red gradient, scaled to current health. In the upper-right desktop area show right-aligned instructional text: “Drag to dodge — arrows or WASD also work.” and “Pulse clears nearby rocks. Boost helps you slip through gaps.” On small screens place the hint above the bottom controls. Put the joystick bottom-left and Pulse/Boost circles bottom-right, respecting safe-area insets. Use a restrained futuristic palette: cyan/ice-blue UI highlights, warm orange asteroid impacts and boost, white text, dark navy translucent panels, soft glows, rounded borders, and subtle shadows. Add brief cyan screen/color flashes for Pulse and red/orange flashes for hits, plus short-lived colored spherical particle bursts for collisions, pulse clears, and final destruction. Ensure touch controls use pointer events and the whole game prevents page scrolling.