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Arcade › Emeya Horizon
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam Sullivan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Emeya Horizon yet. Play it, then tell Liam Sullivan what you would add next.
Emeya Horizon was built by Liam Sullivan 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 Emeya 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.
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 third-person 3D arcade driving game titled “Emeya Horizon.” Use a compact open-world Singapore-inspired bay district at night rather than a fixed lap track. The player drives one original, unlicensed electric grand-tourer hero car that evokes a long-wheelbase fastback EV: a low yellow-green/gold body, dark trim and diffuser, blue-tinted glass cabin, bright cyan-white front light bar, pink-red rear light bar, side accent lighting, four dark wheels with metallic rims, and strong headlights. Do not use real brands, logos, or exact licensed vehicle geometry; describe it in-game as an “Emeya-inspired electric GT.” World and visuals: build a bounded roughly 300-by-300-unit district on a dark green-blue island with a glossy wet-looking road network. Include broad straight horizontal and vertical roads with cyan glowing edge strips, repeated pale lane dashes, a few diagonal connector roads/bridges, and a waterfront/bay on the left with dark reflective blue water and promenade lamps. Populate the skyline with many dark blue/charcoal rectangular towers of varied height, metallic surfaces, thin emissive cyan, pink, blue, or warm-gold horizontal bands, and occasional glowing crowns. Add recognizable but original stylized landmarks: a three-tower bayfront hotel silhouette with a high connecting deck, a large illuminated observation-wheel ring with spokes, and a grove of nine glowing turquoise supertree-like forms. Include open garden/roadside areas, pink and cyan rectangular roadside barriers, streetlamp posts, deep navy fog, a gradient starry sky, bloom/glow, cool moonlight, warm/cyan/pink light pools, ACES-like cinematic tone mapping, and reflective materials. Keep the visual language low-poly/clean geometric neon night racing: no photographic textures required, but roads should have subtle grain and wet clearcoat reflections. Camera and driving: use a smooth chase camera behind and above the player, approximately 10–16 units back and 5–7 units high, looking ahead along the car’s heading. Increase camera height/distance slightly with speed, shift subtly with steering, and roll the car slightly while turning. The car begins on a road near the southern/eastern side of the district, facing into the city. Support free steering and movement across the whole bounded district; clamp the player inside the sea-wall/world boundary. The vehicle has acceleration, braking, drag, separate on-road/off-road behavior, a speed readout in km/h, and wheels that visibly spin. Roads allow a higher top speed (about 218 km/h normally) and off-road ground is slower/draggy (about 122 km/h maximum). Throttle accelerates, brake decelerates, and left/right steer. Keyboard controls: Arrow keys or WASD; up/W throttle, down/S brake, left/A steer left, right/D steer right, Shift activates boost while throttling, and R resets/respawns the drive. Add touch controls: left, right, brake, a large GO/throttle button, and an electric lightning boost button. Core loop and progression: the goal is to freely explore, drive fast, discover landmarks, and build reputation. Award passive reputation/score continuously based on speed, with a stronger rate on roads than off-road. Place six discoverable zones/landmarks with proximity radii: Bayfront Towers at the hotel, Flyer Point at the wheel, Supertree Grove/Gardens, Civic Circuit, Downtown Core, and Port Loop. When entering a landmark radius for the first time, mark it found, award +500 reputation, add boost, change the status to “Landmark found: [name],” and show a brief centered result banner. Track landmarks found out of six. Traffic and risk: add twelve ambient traffic cars, each a simple distinct low-poly vehicle with varied neon body colors (pink, green, lavender, white, orange), dark trim, tinted cabin, glowing front/rear light bars, and wheels. Make them circulate on several rectangular routes across the main roads at approximately 80–135 km/h. If the player passes within a close near-miss distance while traveling above 120 km/h, award +135 reputation, add boost, increment a threaded-traffic counter, set the status to “Near traffic bonus,” and briefly display “Threaded traffic +135.” If the player makes heavy contact with traffic, reduce vehicle health by 28, sharply reduce speed, show an “Impact” banner, and set the status to “Traffic hit — the chassis took damage.” Start health at 100; when health reaches zero, end the drive and show a restart state. Avoid adding weapons, races, opponents, lap checkpoints, or a car roster because those are not part of this game. Boost and HUD: start the boost meter at 72%. Holding Shift/boost together with throttle increases acceleration and drains boost at about 24 units per second; otherwise refill boost gradually, faster while on-road (about 5.5 units/sec) and slower off-road (about 3.2). Boost raises the speed cap while active. Put a translucent dark glass HUD over the game with rounded corners, thin white borders, backdrop blur, and cyan/gold accents. The top bar should show the current nearest district/zone name, “Free-roam bay roads, skyline lanes, bridges, and garden avenues,” “Hero car: Emeya-inspired electric GT,” Speed in km/h, a horizontal cyan-to-green boost bar, Reputation score, and a changing status message. Add a right-side “How to play” panel explaining exploration, landmarks, traffic skims, boost, R, keyboard controls, and touch controls. Add bottom-left translucent touch buttons for left/right, brake, boost, and GO, plus a small “Singapore vibe” panel mentioning the bayfront hotel silhouette, flyer wheel, supertree grove, glossy roads, and skyline lighting. Start/end flow: initially show a centered translucent modal titled “EMEYA HORIZON,” with the description about free-roaming a compact Singapore-inspired night district in an Emeya-style electric grand tourer, a note that the car is an original legal design rather than an exact real-world model, and an “Enter city” button. Hide the modal once started. On destruction, show “DRIVE ENDED,” the final reputation, landmarks found, and meters driven, with a Restart button. R should reset score, boost, health, position, landmark discovery, and distance. Use subtle animated emissive flicker on landmark lights, barriers, lamps, water movement, rotating observation wheel, and slowly rotating stars. Ensure the experience is playable on desktop and touch screens, with no debug overlays.