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Earth in Change

  • 3d
  • first-person
  • educational
  • exploration
  • science
  • investigation
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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. Catherine Elise Yusuf built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Earth in Change yet. Play it, then tell Catherine Elise Yusuf what you would add next.

Make your own game

Earth in Change was built by Catherine Elise Yusuf 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 Earth in Change 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 Earth in Change

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 first-person 3D educational investigation game titled “Earth in Change,” set in a stylized West Kalimantan-like tropical field and Earth-systems research facility. Use Three.js-style real-time 3D, with a muted teal sky/fog, dark green tropical terrain, simple low-poly geometry, soft shadows, clean bright environmental lighting, and a dark translucent scientific HUD. The player is a junior Earth-system scientist shown only through the first-person camera and centered crosshair. Support keyboard/mouse FPS movement (WASD, mouse look, Space jump, E interact) and touch controls with directional buttons, E, and jump. Keep a large open grassy field with trees, shrubs, rocks, a long river and stream, a cleared soil area, a dirt path, burned logs, and a localized gray smoke cluster. At the far side place a glass-and-metal building labeled “EARTH SYSTEMS RESEARCH STATION,” with a sliding cyan-tinted entrance door, satellite dish, solar panel, weather station, and research vehicle. Inside, create the Cloud Laboratory: a glass-walled room with benches, cabinets, equipment racks, a central experiment table, labels, and eight visible pickup materials: transparent bottle, bottle cap, experimental liquid, hand pump, lab lamp, digital LUX sensor, aerosol particle sample, and scientist notebook. Also provide an Environmental Data Observatory/data console and four analysis stations labeled ATMOSPHERE, BIOSPHERE, HYDROSPHERE, and GEOSPHERE.

Build the game as a linear investigation with objectives shown in the upper-left HUD and a phase/status indicator in the upper-right. Begin with objective “Investigate the affected environment.” In the field, let the player press E at five points of interest: wildfire/burned area, vegetation, river, soil, and atmospheric smoke particles. Each produces an educational toast explaining the relevant Earth system; after all five, objective becomes “Find the Earth Systems Research Station.” At the station door, E opens the door and lets the player enter; entering changes the objective to finding all 8 experiment materials and shows “MATERIALS: 0 / 8.” The player can carry only one object at a time in front of the camera, return to the central experiment table, and press E to place it. Require all eight materials to be collected and placed, then objective becomes “Run the control trial. Activate the pump at the experiment table.”

At the table, use a transparent bottle, liquid, visible white condensed cloud, lamp, pump, and LUX display. Pressing E on the pump runs three sequential cloud trials. During each trial, animate the cloud appearing and update a visible display from approximately LUX 420 for trial 1, 330 for trial 2, and 250 for trial 3; use progressively higher cloud density and durations. After each trial, open a modal titled “TRIAL N DATA” explaining that the cloud is condensed water droplets, not PM2.5, and that LUX measures visible light. Provide three numeric fields for the player’s LUX, seconds, and density /5, plus a “RECORD MEASUREMENT” button. After three recorded trials, set the objective to analyzing results at the Environmental Data Observatory. The data modal should present the simulated comparison: average LUX Control 420, Aerosol 330, Higher aerosol 250; cloud duration 12, 16, 20 seconds; cloud density 2/5, 3/5, 5/5; and the caution that a relationship does not by itself prove causation. Then unlock the four Earth-system stations. Pressing E at each connects its evidence and gives a short explanation; after all four, open a scientific reasoning modal with dropdowns for a generalization linking wildfire/land condition changes to smoke and atmospheric particles, then to interacting atmosphere, biosphere, hydrosphere, and geosphere processes. Saving it shows an “INVESTIGATION COMPLETE” modal with a 2026 → 2036 improvement plan involving fire prevention, forest protection, water management, air-quality monitoring, and community education. A final button “SIMULATE 2036 PLAN” closes the modal, changes the objective to comparing the changed 2036 scenario, and displays a toast describing lower fire risk, clearer air, stronger ecosystem health, and improved water availability.

HUD details: top-left bordered panel with uppercase “CURRENT OBJECTIVE” and the current task; top-right phase/status text; centered thin pale-green plus crosshair; bottom-center contextual interaction prompt such as “[E] INVESTIGATE WILDFIRE AREA,” “[E] PICK UP …,” “[E] ACTIVATE PUMP,” or “[E] CONNECT ATMOSPHERE”; centered temporary green toast messages; modal dialogs centered over a darkened screen with green borders, green headings, explanatory text, inputs, selects, and buttons. Use educational, non-combat gameplay with no enemies, weapons, health, or score. Ensure the station entrance has a real opening and the player can walk through it, and use raycast-based crosshair interaction with the nearest visible interactive object.

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