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Arcade › Cyber Tetris 3D
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cyber Tetris 3D yet. Play it, then tell Oleg Sidorkin what you would add next.
Cyber Tetris 3D was built by Oleg 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 Cyber Tetris 3D 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 playable game titled "Cyber Tetris 3D", a classic falling-block Tetris game presented in a neon cyberpunk 3D arena. Use a dark navy/black full-screen background with a subtle radial blue glow, cyan and magenta lighting accents, and futuristic Orbitron/Rajdhani-style typography. Core playfield and camera: Build a 10-column by 20-row Tetris well. Show it in a Three.js-style 3D scene from a slightly elevated, centered perspective: the camera is positioned in front of the board with a mild top-down angle, looking toward the center around mid-height. The board has a dark translucent backplate, a thin cyan grid, glowing cyan side pillars, and a cyan bottom frame. Add a large purple/blue neon floor grid receding beneath/in front of the board. Use atmospheric dark fog, emissive materials, soft ambient illumination, a cyan directional light, and a pink rim light. The board should remain framed vertically and centrally, with the surrounding HUD and panels laid over or beside the canvas. Gameplay: Implement standard 7-piece tetromino Tetris with I, J, L, O, S, T, and Z pieces. Use a seven-bag randomizer. Pieces fall from the top of the 10x20 matrix, stack when they reach the floor or placed blocks, and spawn the next piece after locking. Filled horizontal rows clear and all rows above shift downward. The goal is to survive as long as possible, clear lines, and maximize score; game over occurs when a newly spawned piece collides immediately with occupied cells. Start at level 1 with an 800 ms automatic drop interval. Every 10 cleared lines, increase the level by one and make the drop faster by 70 ms, down to a minimum of 100 ms. Piece visuals: Render each active and locked tetromino as separate beveled-looking 3D cubes approximately one grid unit in size, with white edge outlines and bright emissive cyber colors: I cyan, J deep blue, L orange, O yellow, S neon green, T purple, and Z hot pink/red. Render a translucent low-opacity ghost copy of the current piece at its lowest valid landing position. Use the same 3D cubes for placed blocks and the active piece. Line clears should produce cyan particle bursts along the cleared row, with particles flying outward and upward under gravity. Add a subtle camera shake for clears, stronger for a four-line Tetris, plus a gentle ambient camera drift/breathing motion. Controls: Support keyboard controls: Left/Right arrows move horizontally; Up arrow or X rotates clockwise; Z rotates counterclockwise; Down arrow (and S) performs a faster soft drop; Space performs a hard drop to the ghost position and locks immediately; C holds/swaps the current piece. Apply simple wall kicks when rotating, trying horizontal offsets 0, -1, +1, -2, and +2. A successful soft drop awards 1 point per row, and a hard drop awards 2 points per row. Pieces have a 450 ms lock delay after touching down, reset by successful lateral movement or rotation during the delay. Scoring and feedback: Use standard scaled Tetris scoring: single 100 points, double 300, triple 500, and four-line clear 800, multiplied by the current level. Track SCORE, LINES, and LEVEL. Show a bright floating banner inside the playfield for multi-line clears, such as "2 LINES!", and "TETRIS! +800" for four lines. Play arcade synthesized electronic sound effects for movement, rotation, drops, holds, line clears, Tetrises, and game over, with a looping fast cyber/Korobeiniki-inspired bass theme around 136 BPM when audio is available. HUD/layout: At the top center, display three compact dark translucent stat cards with cyan borders/glows labeled SCORE, LINES, and LEVEL, initially showing 0, 0, and 1. On the left side of the play area, show a small dark card labeled HOLD with a 4x4 mini-grid preview. On the right, show a matching card labeled NEXT with the upcoming tetromino in a 4x4 mini-grid. The hold slot is empty initially; holding is allowed once per falling piece and becomes available again after the next piece is locked. The mini previews should use the tetromino’s bright color and glow. Touch controls: At the bottom, place a dedicated control tray separated from and below the canvas. Include a first row of buttons: HOLD, counterclockwise rotate (↺), clockwise rotate (↻), and hard drop (⤓). Include a second row with left (◀), soft drop (▼), and right (▶). Buttons should be large, rounded, dark blue translucent controls with cyan borders; clockwise rotate should have a purple accent and hard drop should have a hot-pink/red accent. Support pointer/touch input, including repeated movement/soft-drop while the corresponding button is held. Start/game-over modal: Initially cover the game with a dark blurred translucent overlay and a centered rounded panel with a subtle blue gradient, cyan border, and glow. Show the title "TETRIS 3D" in large glowing cyan uppercase text, followed by: "Stack the falling polyominos, clear rows, and chase the high score in an arcade cyber arena!" Below it, show a two-column keyboard hint list: Left/Right Move, Up/X Rotate, Z Counter Rotate, Down Soft Drop, Space Hard Drop, C Hold Piece. Add a full-width glowing cyan-to-blue-to-purple button labeled "PLAY NOW". Clicking it initializes/resets the board, score, lines, level, hold state, next preview, audio, and starts play. On game over, change the title to hot pink "GAME OVER", show final score, lines cleared, and level, and change the button text to "PLAY AGAIN". Also allow Enter or Space to restart when not playing.