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Cloudstep Run

  • 3d
  • first-person
  • platformer
  • parkour
  • low-poly
  • sky
  • arcade
0
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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. 4rures 4rures built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cloudstep Run yet. Play it, then tell 4rures 4rures what you would add next.

Make your own game

Cloudstep Run was built by 4rures 4rures 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 Cloudstep Run 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 Cloudstep Run

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 first-person 3D platforming game titled "Cloudstep Run". Use Three.js with a dark navy sky/background and matching distance fog, a perspective FPS camera, soft shadows, and a centered small white crosshair. The player is an invisible/first-person avatar controlled with WASD or arrow keys to move, Space to jump, Shift to sprint, and mouse click/movement to look around. Give movement platformer physics with approximately 7.2 normal move speed, 9.5 jump speed, gravity around -24, and allow slopes up to about 48 degrees.

Build a linear route of exactly five floating, roughly octagonal islands suspended in the sky, arranged forward along negative Z with some lateral and vertical offsets: starting island centered around (0,0,0), radius 5.2; second at (0,2.6,-9), radius 4; third at (5.2,4.9,-17), radius 3.6; fourth at (-1.8,7.2,-25.2), radius 3.8; fifth at (4.5,9.6,-34), radius 4. Each island should look like a pale blue/cyan flat octagonal rocky platform: a short cylinder top with an earthy/slate-blue conical underside tapering downward, creating floating rock formations. Place the player at approximately (0,2.2,3) on the first island.

Decorate the route sparsely with the visible low-poly props: a small tree on the starting island near (-2.5,1,-1.2), another tree on the third island near (4.5,5.9,-18), a large rock on/near the second island at (-1.8,3.1,-8.3), and another large rock near the fourth island at (-3.2,7.8,-25.3). Use simple low-poly cube-world style assets or equivalent geometric approximations, with cast and receive shadows. Add a field of small glowing pale-blue/white star points around and beyond the islands against the navy sky.

Put a glowing golden-orange beacon on the final island at (4.5,11.35,-34): an upright short octagonal cylinder, plus a horizontal torus/ring hovering around its lower area at approximately y=10.45. Animate the beacon rotating slowly and the ring rotating for visual emphasis. The goal is to reach the beacon; when the player comes within about 2.2 world units, mark the course complete and show a centered modal overlay.

HUD: overlay fixed to the viewport. In the upper-left, show a translucent very dark rounded card with a subtle blue border, the uppercase title "CLOUDSTEP RUN" in light cyan, and below it the initial objective/status "Reach the golden beacon". During play update the status to "Find the next island" while grounded, "Airborne — keep moving" while jumping/falling, and "Course complete" after winning. In the upper-right show a matching card with progress text "Island 1 / 5", updating from 1 through 5 based on forward progress. Keep the small white plus crosshair centered. At the bottom center show the instruction line: "WASD / arrows to move · Space to jump · Shift to sprint · click to look"; hide this help on coarse/touch pointers.

When the beacon is reached, display a full-screen semi-transparent dark overlay with a centered translucent card containing the heading "Skyline cleared", the message "You made it across the floating islands.", and a rounded cyan button labeled "Run it again". Clicking the button resets the player to the starting position, hides the win overlay, and allows another run. The visual style should be clean low-poly sky-parkour: navy atmospheric background, cyan-lit island tops, slate rock undersides, warm golden beacon, soft cinematic lighting, subtle fog, and sparse stars. Do not add combat, enemies, collectibles, health, weapons, timers, or other mechanics not described.

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