Arcade › Bunker Breach
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Cryptic Man built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bunker Breach yet. Play it, then tell Cryptic Man what you would add next.
Bunker Breach was built by Cryptic Man 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 Bunker Breach 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 first-person 3D target-shooting sandbox titled “Bunker Breach.” Use Three.js-style WebGL rendering with a 74-degree perspective camera, dark blue-black background, fog, soft shadows, ACES-like filmic tone mapping, and a moody sci-fi bunker aesthetic. The player is an invisible first-person character represented by a camera-controlled object, starting near the front of the bunker at approximately (0, 1.05, 6), looking down a long rectangular corridor. Provide FPS controls: WASD movement, mouse look with pointer lock, Space to jump, and left mouse button to fire; on touch devices include the circular virtual control/look affordance visible at the lower right. Movement should use collision against the bunker geometry, with roughly 5.5 movement speed, 8.5 jump speed, and strong gravity. Build the environment as a long enclosed rectangular bunker room: a dark charcoal floor, ceiling, left and right walls, and a back wall, approximately 28 units wide, 34 units deep, and 6.5 units tall. Place the room from the foreground toward a distant back wall. Use subdued gray-blue metal materials with roughness and high metalness. Add cyan/blue illumination: a cool hemisphere light, a directional overhead light that casts shadows, and blue point lights around the corridor. Add narrow glowing cyan strips on the ceiling and along both side walls at several depths. Add three dark structural bulkhead elements toward the rear with small horizontal cyan lights near their tops. Scatter low rectangular cover blocks in the corridor, including pairs on the left and right around the mid/front area and additional cover near the back. Add visible stylized low-poly props matching the scene: two large olive/dark military crates in the left and right foreground/midground, one crate near the far back center, metal supports toward the rear sides, and tall light fixtures/towers near the front side walls. The screenshot should read as a mostly black, atmospheric bunker with cyan edge lighting, silhouettes, and crates rather than a brightly lit room. Place a fixed HUD over the game. At the top left show a thin translucent dark panel with cyan-gray border and uppercase text “SECTOR 07 // LIVE FIRE.” At the top right show a matching panel reading “AMMO 30” in bright cyan, bold, spaced lettering. Put a glowing cyan plus-shaped crosshair exactly at screen center. At the bottom center show the instruction panel “WASD MOVE · SPACE JUMP · MOUSE LOOK · LMB FIRE” in small uppercase gray-cyan text. On touch layouts, move this hint upward so it does not overlap the virtual control. Before play begins, show a centered outlined button labeled “ENTER BUNKER”; clicking it starts the game and requests pointer lock, and pressing Space also starts it. Use a subtle full-screen pale-cyan muzzle-flash overlay whenever a shot is fired. Implement firing as follows: while started, left click fires no faster than once every roughly 95 milliseconds. Begin with 30 rounds; each shot decrements ammo and increments an internal shot count. If the player tries to fire with zero ammo, immediately reset ammo to 30 (there is no separate reload animation or reload button). Fire a ray from the camera forward with very slight random horizontal and vertical spread, intersecting the scene. Draw a bright cyan bullet tracer line from the camera to the first hit point, or up to about 32 units forward when nothing is hit. Fade each tracer out in roughly 0.08 seconds. There are no enemies, health, score, objectives, or combat AI in this implementation: shooting is a visual ray/tracer interaction against the bunker and props, and the primary experience is exploring the enclosed corridor and practicing fire. Keep the overall art style minimal, cinematic, dark sci-fi/military, with cyan neon HUD and lighting accents against nearly black geometry.