Arcade › DESTROY EVERYTHING
Click the game above and it runs right here in your browser. No download, no installer, no account needed. James built it with Cinevva, so it works on a phone or a tablet too.
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DESTROY EVERYTHING was built by James 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 DESTROY EVERYTHING 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 browser-based 3D first-person destruction sandbox titled “DESTROY EVERYTHING.” Use Three.js-style rendering with a perspective FPS camera, a muted low-poly commercial-city aesthetic, soft blue-gray sky, fog in the distance, directional sunlight, shadows, and a flat green-gray ground. Build a large deterministic city grid using intersecting dark asphalt roads with thin pale yellow lane lines, arranged at regular intervals, plus a concrete bridge made from several gray rectangular supports in the distance. Populate the blocks with low-poly Kenney-style commercial buildings in white/gray/blue-gray, occasional taller skyscraper buildings, stylized conical green trees, many parked sedans and taxis, and a row of destructible construction wall panels near the spawn. The player starts in first person around position (0, 1.1, 7), looking across the road toward the city. Show a white crosshair at screen center. The core loop is to aim at destructible objects and click to damage them, destroy them, produce physical debris shards, vacuum up those shards, then return to the spawn/deposit point and press E to convert held shards into money. Destructible buildings have 100 health, trees 30, vehicles 50, and construction panels 25. Objects visibly scale down slightly as they are hit, and destruction hides the object and spawns shards: concrete-style objects produce 6, wood trees 8, and other supported materials can produce their material-specific shard counts. Debris shards are small floating/bouncing tetrahedrons with material colors: wood brown, concrete gray, brick red, metal pale silver, glass light cyan, plastic orange, with simple physics and gravity. Keep track of money, held shard count, current tool, and active fires. Persist money and destroyed-object IDs in localStorage so destroyed objects remain gone after reload. Provide four selectable tools, switched with keyboard number keys: 1 CROWBAR (10 local damage), 2 SLEDGEHAMMER (28 heavy impact and more debris), 3 VACUUM (does not damage; collects nearby physical shards within about 4 world units), and 4 FLAMETHROWER (5 base damage plus 8 extra immediate damage and starts a persistent fire that periodically deals damage for about 8 seconds). Clicking uses the current tool. Display toast messages for damage, destruction, shard collection, deposits, purchases, and save completion. Press E at the spawn/deposit location to deposit all held shards into money; near a visible vehicle, E toggles a basic first-person drive mode, and while driving WASD moves the vehicle/player together. Movement uses WASD or arrow keys, mouse look, jumping, gravity, and an FPS-style control scheme. Escape pauses and exits pointer lock. HUD: place a dark translucent top-left pill reading “DESTROY EVERYTHING,” a gold money counter such as “$0,” a “Shards: 0” counter, and a cyan current-tool label (initially “SLEDGEHAMMER”). Put a dark translucent instruction panel centered along the bottom reading “WASD / arrows move · mouse look · 1 crowbar · 2 sledgehammer · 3 vacuum · 4 flamethrower · click to use · E deposit / enter vehicle.” Use a centered crosshair. In the top-right, create a compact 3-column menu of dark rounded buttons labeled SHOP, UPGRADES, SKILL TREE, WORLDS, ASCENSION, and SAVE. Clicking opens a dark panel with the corresponding text and controls: SHOP lists Reinforced Crowbar $50, Vacuum Tank+00, Fire Gel50; UPGRADES lists Impact force, Vacuum range, Fire spread, Move speed with escalating $50/00/50/00 buy buttons; SKILL TREE shows Demolition, Salvage, Inferno, a progress bar, and Shockwave I, Magnetism I, Chain Fire I; WORLDS shows Metro District ACTIVE plus Industrial Belt and Riverside Highways travel options; ASCENSION explains resetting wealth for permanent destruction bonuses and shows level 0 with an ascend-at-0,000 option; SAVE shows username Player, world seed 1337, persistent local save description, and SAVE NOW. Purchases should require sufficient deposited money and show feedback, while the visible prototype can retain the listed menu structure and basic purchase/save interactions. Use responsive overlay CSS with dark blue-black backgrounds, blue-gray borders, orange/gold accents, cyan tool text, rounded cards, and clear white typography.More free browser games