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Concrete Horizon

  • 3d
  • first-person-shooter
  • arcade
  • urban
  • low-poly
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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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Concrete Horizon yet. Play it, then tell the creator what you would add next.

Make your own game

Concrete Horizon 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 Concrete Horizon 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 Concrete Horizon

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 shooter called “Concrete Horizon.” Use Three.js with a 72-degree perspective camera, fog, soft shadows, and a pale blue-gray sky/background. The player is an invisible FPS agent starting at approximately (0, 1.2, 10), with mouse-look and pointer lock, and moves through a long straight urban boulevard. Implement WASD movement, Shift sprint, Space jump, left-click to fire, and Escape to release pointer lock; also support R to instantly refill the magazine to 30 rounds. The scene should feel like a quiet, abandoned concrete city in late-morning light: a dark asphalt road about 42 units wide and 90 units long, gray sidewalks on both sides, pale lane dashes down the center, curb markings, and two raised speed bumps. Place tall commercial skyscraper models and shorter block buildings along both sides at staggered positions, plus a few abandoned sedans and curved street lamps. Use a restrained gray-blue concrete/asphalt palette with warm sunlight, cool rim light, atmospheric fog, and realistic/simple low-poly city-kit assets. Attach a visible first-person service shotgun-style weapon model to the lower-right/center of the camera, but label the weapon HUD as “M4 // [ammo]” and “SEMI-AUTO.” Start with 30 ammo. Clicking fires a ray from the screen center, consumes one round, produces a very brief warm muzzle flash overlay, a small recoil animation and camera shake, and a short electronic firing beep. If ammo reaches zero, clicking only gives a low empty-fire beep. Each target is destroyed by one center-ray hit. Populate exactly six hostile targets in the roadway ahead, spaced roughly along the boulevard from z=-18 onward: simple red-orange humanoid silhouettes made from a capsule-shaped body with a spherical head, hovering/bobbing subtly up and down, with no attack behavior. Hide a target when hit and update the objective counter. The HUD must be an unobtrusive white text overlay with dark drop shadows: top-left “CONCRETE HORIZON” and “SECTOR 07 // LIVE”; top-right “OBJECTIVE” and “0 / 6 THREATS CLEARED” (updating through 6 / 6); a thin white plus crosshair at screen center; lower-left “WASD MOVE · SHIFT SPRINT · SPACE JUMP · CLICK FIRE · ESC RELEASE”; and lower-right “M4 // 30” with “SEMI-AUTO” beneath it (updating ammo). Use a full-screen canvas, no menus or extra panels, and preserve the stark cinematic presentation shown in the screenshot. There is no implemented health/damage system, enemy AI, scoring, win screen, or enemy shooting: the sole objective is to locate and clear all six bobbing red threats with the center-fired weapon.

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