Arcade › Bunker Protocol
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daniel Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bunker Protocol yet. Play it, then tell Daniel Sidorkin what you would add next.
Bunker Protocol was built by Daniel Sidorkin 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 Protocol 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 short first-person 3D interactive puzzle/scene called “Bunker Protocol.” The player is standing inside a cramped, almost black nuclear/civil-defense bunker or industrial control room. There is no walking or locomotion: keep the camera at roughly eye height, allow the player to look around by dragging the mouse or swiping, and use a centered crosshair to aim at objects. A click/tap, the E key, or Space activates the object currently centered in the crosshair; on touch devices also show a circular TOUCH button at the lower right. Support optional WebXR/VR with a controller laser and select-to-interact if the platform supports it. Use a dark, low-poly/industrial Three.js-like visual style: nearly black green background and fog, muted olive concrete, dark gunmetal, yellow-gold controls, and a large saturated red button. Light the room with a dim greenish overhead spotlight and strong soft shadows; include a brief red warning glow when the alarm/launch sequence is triggered. Build a rectangular bunker room with a concrete floor and ceiling, side walls and rear wall, repeated dark ceiling beams, pipes, and a few olive crates in the back corner. At the rear is a sealed double door. Populate the control area with a broad olive console base and sloped dark-metal top. Add a framed green monochrome terminal screen, a small computer monitor on the left, and a chunky computer system on the right. The scene should feel moody, sparse, and hazardous, with no enemies or combat. The main interactables are mounted on the console and must be individually targetable by the center ray: (1) a large red circular push button in the middle, with a dark cylindrical mounting base and a visibly depressed/released animation on activation; (2) a yellow safety lever on the left with SAFE and ARMED positions, toggled each time it is used; and (3) a yellow authorization key/handle on the right that rotates between neutral/OFF and ON when used. Highlight the crosshair red when it is aimed at an interactable within about four meters. If the player aims at nothing useful and activates, show a brief message that nothing useful is centered in view. The terminal is a canvas-like green CRT/status display with faint horizontal scan lines and monospaced text. Start it with exactly this general content: “CIVIL DEFENSE TERMINAL 07”, “SHIFT CHANGE IN PROGRESS”, “DO NOT TOUCH ANYTHING.”, “SYSTEM STATUS: STANDBY”, and a footer showing “LEVER SAFE | KEY OFF | INPUTS 0”. Keep the footer updated with the lever state, key state, and number of red-button presses. Show transient centered bottom messages in a dark translucent box with a thin muted-green border. Start with the message: “Your replacement left one instruction: ‘Please don’t touch anything.’” Implement the exact interaction puzzle and playful narrative. Using the lever toggles it between SAFE and ARMED, updates the screen to “SAFETY INTERLOCK REMOVED. / THIS WAS PROBABLY A BAD IDEA.” when armed (and “SAFETY INTERLOCK RESTORED.” when returned), and displays a matching message such as “The yellow lever clicks into ARMED.” Turning the authorization key toggles it ON/OFF, updates the terminal to “AUTHORIZATION KEY ACCEPTED. / AWAITING COMMAND.” or “AUTHORIZATION REVOKED.”, and shows a corresponding message. Every red-button press increments INPUTS and plays a click/beep. If the red button is pressed once while both controls are still SAFE/OFF, show the terminal text “UNAUTHORIZED INPUT LOGGED. / PLEASE STOP PRESSING THE BUTTON.” and the message “A calm voice says: ‘Please don’t touch anything.’” If it is pressed a second time while both controls remain SAFE/OFF, show “SERIOUSLY. STOP. / CAMERA RECORDING ENABLED.”, briefly flash the red warning light, and show “Somewhere behind the wall, a lock disengages.” If pressed without both prerequisites after other states, reject it with “COMMAND REJECTED. / TWO-FACTOR AUTHORIZATION REQUIRED.” and a message that two controls are still out of sequence. When both the safety lever is ARMED and authorization key is ON, pressing the red button accepts the command, turns on the warning light, displays “LAUNCH SEQUENCE ACCEPTED. / T-MINUS 10”, and starts a real-time ten-second countdown. During it, update the terminal once per second with “LAUNCH SEQUENCE ACTIVE. / T-MINUS N” and play electronic beeps, ending at zero. At completion, stop the warning light and display the ending screen: “ENDING 01: COFFEE PROTOCOL / THE ‘NUCLEAR’ BUTTON MADE COFFEE. / YOU SURVIVED YOUR SHIFT.” Show a final message such as “A paper cup drops from a hidden dispenser. Ending unlocked: COFFEE PROTOCOL.” The ending is a humorous fake nuclear-launch payoff; do not add actual explosions, enemies, weapons, health, inventory, or additional levels. Include subtle interface click sounds and simple square-wave electronic beeps for interaction and countdown. The top-left HUD should be a compact translucent dark-green panel with a pale vertical accent line, the spaced title “BUNKER PROTOCOL,” and desktop instructions “Drag to look • Click an object to interact • Press E at the crosshair • Headsets can use ENTER VR”; hide the hint on coarse/touch pointers. Keep the presentation vertical/mobile-friendly as well as desktop-friendly, with a pale centered crosshair and bottom-center messages.