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Arcade › Asterra Shift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aaron Zimmerman built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Asterra Shift yet. Play it, then tell Aaron Zimmerman what you would add next.
Asterra Shift was built by Aaron Zimmerman 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 Asterra Shift 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 browser-based 3D low-poly arena game titled “Asterra Shift” using Three.js. Use an elevated third-person perspective camera with a 60-degree perspective view, initially positioned above and behind the arena and smoothly following the player while looking toward the player’s ground position. The scene should be a dark atmospheric sky/space-like backdrop with subtle fog and many tiny white star spheres in the distance. Build the play area as a large flat, thick circular green field made from a low-poly cylinder, enclosed by a rotating torus ring around its outer edge. Keep the arena roughly 12 units in playable radius, prevent the player from leaving it, and use collision pushback against ten scattered low-poly stone obstacles. The obstacles are dark gray-blue faceted cylinders/rocks of varying heights, arranged around the arena in rings at different radii. The visual style should be simple stylized low-poly geometry with soft directional and hemisphere lighting, not detailed textures. The player is a very simple starter-like avatar centered in the arena: a small upright rounded/capsule green body with a pale spherical face/head near its top. Move it with WASD or the arrow keys, with diagonal input normalized. Normal movement is about speed 8. Press Space for a short dash lasting about 0.22 seconds at roughly 2.25x movement speed, with a brief cooldown/availability restriction so it cannot be continuously triggered every frame. Player movement should be blocked/pushed away from rocks and clamped inside the circular boundary. The camera smoothly tracks the player with an offset, preserving the elevated arena overview. The central mechanic is switching the active timeline era with number keys: 1 = Past, 2 = Medieval, 3 = Present. Switching eras immediately recolors the arena, outer ring, fog, sky clear color, and player body, then replaces the current relics and guardians. Past uses a moss/green ground (color around #4b6a42), amber relic/ring accents, dark olive sky/fog, and cone-shaped guardians named Basilith. Medieval uses a blue field (around #34506d), pale blue relics, blue night sky/fog, and metallic light-gray box-shaped guardians named Chevalorn. Present uses a dark slate field (around #212938), bright cyan ring/emissive accents, magenta relics, very dark blue sky/fog, and glowing cyan icosahedron guardians named Voltique. The player body is green in Past, cyan-blue in Medieval, and pink in Present. When an era is active, spawn six floating collectible relics at random positions in the arena, each represented by a small glowing low-poly octahedron. Place them at varied radii around the center, make them gently bob vertically and slowly rotate. Touching one collects it: hide it, increment the current-era relic count and total relic count, add 100 score, and heal 5 health up to a maximum of 100. When all relics in the current era are collected, advance the level, reset the current-era relic counter, add 250 score, and respawn a larger relic set (six plus up to four additional relics) along with a fresh set of guardians. Spawn three roaming guardians for the current era. They should orbit around the arena on circular paths at radii roughly 6, 8, and 10, with slightly varied speeds and alternating directions, plus a small sinusoidal wobble. Rotate their meshes as they move. Use these exact simple forms: five-sided cones for Past, rectangular boxes for Medieval, and icosahedrons for Present. If a guardian comes within about 1.4 units of the player and its roughly 1.2-second hit cooldown is ready, it damages the player for 26 health and displays a message naming the guardian. On health reaching zero, decrement lives, restore health to 100, and teleport the player to the center with a timeline-reset message. Start with health 100 and 3 lives; after lives are exhausted, show a game-over state and stop gameplay, with the objective instructing the player to press R to restart. Restart with R should reset score, level, health, lives, total relic count, player position, and the Past era. Add lightweight synthesized feedback sounds if possible: a short musical note on era change and relic collection, a low hit/damage sound, a dash sound, and a low life-loss sound. Audio may initialize on the first click or keypress. Overlay a compact translucent dark HUD panel in the upper-left, with rounded corners, white text, and the title “Asterra Shift.” Show the current Era, Health, Lives, Score, relics collected in the current era out of the current relic total, and Total relics. Under that, show the objective text: “Collect relics, shift eras, and avoid roaming guardians. Clear relics in any era to level up.” When defeated, replace it with “You were knocked out. Press R to restart.” At the bottom center, display a pill-shaped translucent message banner for temporary notifications such as “Past era — Ancient field active,” “Medieval era — Royal field active,” “Present era — Circuit field active,” relic secured, guardian hits, field stabilization, or timeline collapse. Also show a small controls line in the HUD: “Move: WASD/Arrows · Dash: Space · Shift Era: 1/2/3 · Restart: R”. The final result should feel like a focused prototype arena rather than a full RPG: no battle menus, NPCs, map, or creature collection system.