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Breach Six

  • 3d
  • first-person-shooter
  • tactical
  • breach
  • room-clearing
  • single-player
0
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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

Breach Six 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 Breach Six 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 Breach Six

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.

Recreate “Breach Six” as a compact first-person 3D tactical assault shooter in a single enclosed training-house blockout. Use a Three.js/WebGL-style presentation with pointer-lock mouse look, perspective camera, shadows, soft exponential blue-gray fog, and clean readable low-poly geometry. The player begins near the exterior/staging side at approximately the south end of a rectangular house, at eye height, and moves through a one-map interior made from dark blue-gray floors, a nearly black ceiling, thick gray-blue perimeter and partition walls, bright trim strips, simple furniture/cover blocks, crates, counters, and shelving-like props. The house is roughly 26 units wide by 18 units deep, with a staging room and connected halls/rooms divided by interior walls and door openings. Lighting is brighter indoors with cool blue entry light, warm hall light, and a mint-green objective-room light; keep silhouettes strongly readable and use a restrained navy/slate tactical training aesthetic with occasional tan wood and pale blue architectural accents.

Core objective flow: start with the objective text “Reach the house and plant the breach charge.” The player must approach a marked tan soft wall on the right side of the house around x=5.5, z=4.7, near an interaction point at x=4.2, z=4.7, and press E to plant a breach charge. Press E again nearby to detonate it. Before detonation the soft wall is a solid collision obstacle; detonation removes it and opens a side entry into the objective room. The game then says “Breach open — clear defenders and secure the hostage.” Place a glowing/translucent mint circular objective zone and a stylized hostage in the objective room around x=9.2, z=5.2. The hostage is a simple pale figure with a bright yellow vest. After every defender is dead, approach within about 1.8 units and hold F to secure the hostage for about 1.6 seconds; releasing F cancels progress. Show “Securing hostage...” progress, then win with an “Objective Secure” end screen saying the player breached, cleared the room, and extracted the hostage. If the player’s health reaches zero, show “Mission Failed.”

Place exactly three visible enemy defenders as simple readable capsule-bodied figures with dark heads and red/orange bodies: one near (9.2, 0, 0.8), one near (8.4, 0, 7.2), and one near (-1.2, 0, -6.8). Each has 100 HP and takes 50 damage per rifle hit, so two hits kill. Defenders patrol small circles around their anchors when unaware. Give them line-of-sight detection through the environment, an alert state, simple pursuit toward the player while avoiding solid obstacles, and ranged attacks when they have line of sight within roughly 14–16 units, dealing about 9–16 damage on a roughly 0.55–1 second cooldown. Their body briefly glows/emits brighter red when revealed by the scan ability or recently hit. Defenders behind walls should be occluded.

Give the player a hitscan rifle controlled from the center crosshair. Left click fires one shot, consuming one round, with about 0.11 seconds between shots; raycast from the camera and damage the first defender hit, with the breach wall also raycastable before it is opened. Start with 31 rounds in the magazine and 124 reserve rounds. R reloads a partially empty magazine in 1.2 seconds, and automatically attempts reload if firing with an empty magazine. Right mouse aims down sights: reduce field of view from about 75 to 52 degrees, slow movement to about 2.7, and shrink/fade the crosshair; hip movement is about 4.2 and left Shift sprint is about 6.8. Support WASD movement relative to the camera, mouse look, Space jump with approximately 5.2 jump velocity and gravity, collision against walls/furniture, and release pointer with Esc. Mouse pointer should lock on starting the operation/clicking into the game; while paused show a centered overlay card.

Include a Q pulse scan ability with an 8-second cooldown that reveals all living defenders for 2.5 seconds and provides a brief audio/visual cue. Include simple generated tactical weapon, hit, scan, breach, reload, and jump sounds if audio is available. Breach detonation should remove the soft-wall mesh/collider, alert nearby defenders, and update the objective. Do not add classes, operators, multiplayer, extra maps, complex destruction, inventory, or unrelated systems.

HUD/layout: begin with a dark nearly black full-screen start overlay and centered rounded rectangular card with thin blue-gray border, large bold “Breach Six” title, subtitle “Clear the house, breach the soft wall, and secure the hostage.”, a bullet list of controls, and a light blue gradient “Start Operation” button. During play, show a minimal HUD over the 3D view: top-left Armor 60 and Health 100; top-right Ammo 31/124 and Defenders 3; bottom-left Objective and the current objective sentence; bottom-right Breach state (Ready, Charge set, or Open), Scan cooldown/Ready, and ADS state (Hipfire or Scoped); center crosshair and contextual prompts such as “Press E to plant breach charge,” “Press E to detonate charge,” “Press R to reload,” and “Press F to secure hostage.” Use dark translucent panels, white text, pale blue accents, mint objective color, and red damage flash. Include pause overlay on pointer unlock with Resume, and restart buttons on win/failure.”

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