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Arcade › Dust Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Seuli built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dust Circuit yet. Play it, then tell Seuli what you would add next.
Dust Circuit was built by Seuli 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 Dust Circuit 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 arcade driving game titled “Dust Circuit.” Use Three.js with a third-person chase camera behind and above a small toy-like kart, viewed over a warm low-poly desert. The scene should have an orange/tan sky-colored background with light atmospheric fog, strong warm hemisphere and directional sunlight, and a large flat sandy ground plane. Build a closed, roughly octagonal circuit from dark brown rectangular road segments, about 10 units wide, with thin golden-yellow raised/contrasting strips along both road edges. The circuit should run around the perimeter of the play area with straights and angled corners; place the starting/finish area on the north side around world position (0, -28), and add a finish gate there if available. Scatter a handful of stylized green saguaro cacti and faceted reddish-brown desert rocks outside the track. Keep the aesthetic simple, clean, warm, and low-poly with soft/strong cast shadows rather than detailed textures. The player vehicle is a compact toy kart/race car centered on the road at the start, with a bright blue body, dark seat/cabin, and four black wheels; alternatively load a low-poly toy racing car model, but provide a similarly shaped primitive fallback so the game works without external assets. The kart drives continuously in the direction it is facing. Implement acceleration with W or Up Arrow, reverse/brake with S or Down Arrow, and steering with A/D or Left/Right Arrow. Steering turns the vehicle according to its speed and reverses appropriately while backing up. The kart has a maximum forward speed around 34 movement units per second and reverse speed around 8; release throttle to apply stronger coasting slowdown. Holding Shift or a large on-screen DRIFT button while steering and moving faster than a low threshold makes the kart slide: increase turn rate and fill a 0–100 drift/boost meter. When drift is released after the meter is above roughly 65, consume/reset the meter and give the kart a short acceleration boost, allowing a top speed around 48. Keep the vehicle constrained within a broad circular desert boundary (radius about 52), damping it when it reaches the edge. Use a smooth lagging chase camera approximately 9 units behind the kart and 6 units above it, looking toward the kart’s upper body. The camera should follow orientation and position smoothly, with a perspective field of view around 58 degrees. Show the road, desert, cacti, rocks, and finish gate from this camera; do not add enemies, weapons, collectibles, traffic, or obstacles on the track because none are present. Detect crossing/returning to the start/finish gate area and advance the lap counter, displaying a three-lap race format; the implementation shown starts at LAP 1/3 and cycles back to 1 after the third lap rather than showing a separate completion screen. Overlay a fixed HUD on top of the canvas. At upper left show bold spaced white text “DUST CIRCUIT.” At upper right show the current absolute speed as “0 km/h” style text and “LAP 1/3,” updating live. At top center place a dark translucent rounded hint pill reading “WASD / arrows to drive · hold SHIFT or DRIFT to slide.” At bottom left show a rounded horizontal boost meter with a translucent dark background, white outline, and a yellow-to-orange fill that reflects drift charge. Include touch controls along the bottom: a translucent dark three-button directional pad with Up above Left/Right on the lower left, and Down plus a prominent orange/red “DRIFT” button on the lower right. Buttons should support pointer/touch press-and-hold and visually depress when activated. Use responsive sizing so these controls remain usable on mobile; on larger screens they may be somewhat faded but still visible. Use the warm brown/orange palette, white HUD typography with subtle dark text shadow, rounded controls, and no menus or title screen—start driving immediately.”