Arcade › Breakpoint District
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Breakpoint District yet. Play it, then tell Liam what you would add next.
Breakpoint District was built by Liam 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 Breakpoint District 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 first-person shooter titled “Breakpoint District.” Use Three.js or an equivalent WebGL engine with a dark, cinematic urban battlefield and a polished tactical HUD. Camera and player: use a first-person perspective with a wide field of view around 76 degrees. The player starts near the center/southern side of the map at approximately (0, 0.25, 58), carrying a scoped assault rifle visible in the lower-right foreground, with a dark rifle body/barrel, optic, and two simple skin-toned hands/arms. Support mouse look and pointer lock after deployment. Use collision-aware FPS movement at about 6.4 speed and jumping/gravity support through the FPS controller. The displayed controls should be: WASD movement, Shift sprint, mouse aim/fire, R reload, C slide, and Esc to release the cursor. Space is held for aiming down sights in the implemented behavior: smoothly move the rifle toward the center and reduce reticle size and weapon sway/recoil. C should trigger a brief slide state, even if it is primarily a visual/gameplay state. Core combat: the rifle has 30 rounds per magazine and 5 magazines initially. Mouse click fires with a roughly 110 ms fire interval, muzzle flash, recoil, and gunshot audio. Use a forward raycast with slight hip-fire spread; aiming down sights greatly reduces spread and deals about 50 damage, while hip fire deals about 34. Enemies have 180 health, so several hits are required. R reloads over about 0.82 seconds, restores the magazine to 30, and consumes one reserve magazine. Prevent firing while reloading or with no ammo. Include a small central white crosshair that contracts while aiming down sights. Battlefield: build a large, dark ruined urban district from simple box geometry. The ground is broad charcoal asphalt with fog extending into the distance. Scatter irregular low concrete/dirt terrain blocks, rust-colored cover, urban debris, shipping containers, and several larger ruined brick buildings around the perimeter. Include notable landmark city-builder structures loaded or represented near the far corners. Use a muted palette of asphalt charcoal, dirty concrete gray, brown dirt, brick red-brown, rust orange, and dark gunmetal. Add warm directional sunlight, cool fill light, soft shadows, ACES-style tone mapping, and blue-gray atmospheric fog. The battlefield should stream/generate additional 32-unit chunks around the player so the environment feels expansive/infinite, with more low cover and terrain generated as the player moves. Opposing squad AI: load animated soldier characters, initially spawning a large squad of 36 enemies in the northern half of the district, generally at random x positions from -68 to 68 and z positions from -68 to -28. Give them rifles attached to their hands and vary their muted green/brown uniform colors. Enemies patrol when distant. When within roughly 72 units, they face and pursue the player using run/idle/punch animations. At close range they rush to about 3.2 units and perform melee punches every roughly 1.35 seconds, dealing 18 damage; the first close melee engagement disarms that enemy and visibly hides its rifle. While armed and within 30 units, enemies occasionally fire, dealing 7 damage at randomized intervals of about 1–2.2 seconds. Show a red full-screen radial damage flash when ranged damage lands and play impact/punch sounds. Dead/hidden enemies respawn after about 1.5 seconds at another northern position with full health. When the whole squad is down, start another wave, increasing the wave size from 36 up to a maximum of 48. Include enemy audio, footsteps while moving forward, and a low procedural combat drone that starts when Deploy is pressed. Player damage and recovery: display 240 starting vitals, a health bar, and gradual regeneration toward 240 at about 3.2 health per second when hurt. The player has 3 lives. When health reaches zero, decrement lives, restore health to 240, teleport back to the starting position, and show a respawn message; after the last life, reset the squad/life presentation rather than ending the browser session. Keep the combat readable and fast-paced. HUD: overlay a dark translucent glass-panel interface with thin gray borders and a restrained red-orange accent. Top-left: “BREAKPOINT DISTRICT / TDM 30.” Top-right: a score such as “0 — 0” and an objective label showing the current wave and/or “ELIMINATIONS TO WIN: 30.” Bottom-left: “VITALS” with the current health/lives and a horizontal orange-red health bar. Bottom-right: a panel with a large ammo count (starting at 30) and “5.56 / RIFLE — 5 MAGS.” Right side: a circular radar/minimap with concentric rings, crosshair lines, a teal player dot at center, and small glowing red enemy dots for enemies within about 48 world units. Center: the white crosshair. Show short translucent combat notifications near the upper center such as “Reloading,” “Target down,” “Enemy disarmed,” and respawn/lives-left messages. Fade notifications quickly. Add a red vignette overlay on damage. Opening screen: before gameplay, cover the scene with a dark, slightly red-tinted tactical briefing overlay and centered card. Use the kicker “LIVE-FIRE TRAINING SLICE,” a large two-line uppercase title “BREAKPOINT DISTRICT,” and copy explaining fast FPS combat in a streamed battlefield, surviving the pressure wave, disarming close enemies, and clearing the opposing squad before 30 eliminations. Include chips reading “3 LIVES,” “240 VITALS,” “INFINITE TERRAIN,” and “LIVE SQUAD AI,” a thin pulsing red divider, and a red “DEPLOY” button. Beneath it show the control hint: “WASD move · Shift sprint · Space vault/jump · Mouse aim/fire · R reload · C slide · Esc release cursor.” Clicking Deploy hides the briefing, locks the pointer, starts the audio, and begins active HUD/gameplay updates. Art direction: the result should look like a grim live-fire training slice rather than a colorful arcade game—minimalist low-poly urban geometry, realistic tactical proportions, black/blue-gray background, warm sunset-like highlights, orange-red combat accents, compact uppercase typography, and restrained glassmorphism panels. Maintain responsive layout for desktop and smaller screens, shrinking the radar and preserving the bottom HUD on mobile-sized viewports. The implementation should remain an actual playable FPS, not a static demo or slideshow.