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BEYOND ORDERS

  • 3d
  • first-person
  • military
  • sci-fi
  • cinematic
  • browser
  • story-driven
  • training
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Eehyun Yoon built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about BEYOND ORDERS yet. Play it, then tell Eehyun Yoon what you would add next.

Make your own game

BEYOND ORDERS was built by Eehyun Yoon 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 BEYOND ORDERS 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 BEYOND ORDERS

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 single-player first-person campaign slice titled “BEYOND ORDERS,” with a dark cinematic military/sci-fi presentation. Begin on a full-screen main menu over a nearly black, subtly blue-gray background with horizontal scanline texture, a soft radial glow, and a tall abstract central/right-side silhouette or corridor-like light shape. Place a left-aligned menu card reading “A SINGLE-PLAYER CAMPAIGN SLICE,” the large two-line title “BEYOND ORDERS,” the subtitle “SOMEWHERE, A NEW LIFE BEGINS,” and vertically stacked options: NEW GAME, CONTINUE, SETTINGS, EXIT. Add the footer “FIRST BLOOD // PROLOGUE + TRAINING // BROWSER BUILD.” Use restrained uppercase typography with wide letter spacing, pale gray/cyan text, and hover movement/highlight on menu buttons. SETTINGS should show the controls: mouse look by clicking the game, WASD/arrows to move, left click to fire, E to interact, and Space to jump. EXIT should replace the menu with a “SESSION ENDED” screen and a restart button.

When NEW GAME is selected, show a fullscreen text-only intro/cutscene with the caption anchored low-left and a SPACE TO CONTINUE hint. Advance through these exact cards: “NORTHBOUND // 2004 — The road was quiet. Snow pressed against the windows.”; “MOTHER — ‘Stay awake, little fox. We will be there soon.’”; “IMPACT — A white flash. Metal folding. A voice calling a name you cannot remember.”; “BLACK ICE — When you open your eyes, the world is silent.”; “THE DIRECTOR — ‘Can you tell me your name?’”; “NO ANSWER — The first order you ever received was simple: survive.” After the final card, enter the playable training phase. CONTINUE skips the intro and enters training directly.

Build a compact enclosed industrial armory/perimeter corridor in 3D using simple block geometry. The player starts in first person near the front at approximately (0, 1.05, 6), facing down a long corridor toward negative Z. The space has a dark gray floor about 24 units wide and 34 units long, side walls around 4 units high at x=-8 and x=8, a back wall near z=-24, and a front wall near z=10. Add repeated dark ceiling beams and pale rectangular light panels overhead at intervals. Place a dark barricade on the left around (-4, 0.55, -9), another on the right around (4, 0.55, -15), two red/rust hazard crates around (-5, 0.6, -18) and (-3, 0.6, -18), and a dark door frame with a dim blue-green glowing doorway at the far end around z=-23.5. Add yellow floor stripes across the corridor near the far gate. Use fog that obscures the distance, cool desaturated hemisphere/directional lighting, a faint blue-green fill, and a dim red light near the far end. Materials should be rough concrete/metal gray, dark charcoal, muted rust red, pale gray lighting, and a small amount of ochre striping. Enable shadows, soft atmospheric fog, and a slightly cinematic tone-mapped look.

The HUD is always visible during play: top-left objective text in pale cyan, top-right “REYNOLDS // ONLINE” with “MAYA // COMMS” beneath, bottom-left “HEALTH 100” and “CONDITION STABLE,” bottom-right “30 / 90” with “MACHINEGUN” beneath, plus a tiny centered crosshair made from thin horizontal and vertical pale lines. During training, show: “PROLOGUE // ORIENTATION / Move through the armory. / Inspect the rifle, then reach the briefing door.” Use an interaction prompt centered near the bottom when close enough to an interactable, with a translucent dark box and thin border.

Place an interactable rifle/weapon rack near the two rust crates at approximately (-5, 1.1, -18). When the player is within roughly 2.5 units and presses E, show the prompt “E  INSPECT THE RIFLE,” then display a dialogue overlay: speaker “THE ARMORY CLERK” and line “Your first weapon. Keep it clean. Keep it close.” Continue/close this dialogue with Space. After inspecting the rifle, the objective should guide the player to the briefing door. Place a machinegun model in the first-person view, attached near the lower-right of the camera; it can be a simple low-poly dark gun or a loaded machinegun asset, angled forward. Left click during the mission fires the weapon, decreases the magazine count from 30, and briefly applies a shot cooldown; do not invent enemies or hit effects, because this slice contains no combat targets and firing is only represented by the ammo counter.

After inspecting the rifle, the objective should read “FIRST BLOOD / Check the industrial perimeter. / Reach the far gate and inspect the control box.” Treat the far briefing door/gate at the end of the corridor as the mission interaction: when the player approaches and presses E, start the mission state and hide the dialogue. Reaching the far end (player z less than about -21) completes the objective, changing it to “FIRST BLOOD // COMPLETE / Perimeter secure. / Reynolds: ‘Not bad for a first live run.’” Then show a dialogue overlay with speaker “REYNOLDS” and line “Not bad for a first live run. You still think it is just training?” Movement should use WASD or arrow keys, mouse-look FPS controls after clicking the game, and Space for jumping; E handles nearby interactions. Keep the game a focused short prologue/training slice: no invented enemies, damage system, additional weapons, inventory, or levels beyond the features described. Ensure responsive scaling for desktop and narrow screens, with the same sparse, high-contrast, letter-spaced UI aesthetic.

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