Arcade › Eureka Rising
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Finn Rowlands built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Eureka Rising yet. Play it, then tell Finn Rowlands what you would add next.
Eureka Rising was built by Finn Rowlands 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 Eureka Rising 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 third-person action/exploration game titled “Eureka Rising.” Use Three.js with a perspective camera following a simple low-poly player character from behind at roughly 7 units distance. The player is a stylized gold-rush-era/colonial figure: a dark teal cylindrical coat/body, tan spherical head, black flat hat, and a small angled steel musket/weapon. Start the player outside the near side of a rectangular wooden stockade, around the center of the dirt approach, facing into the enclosure. The setting is a broad flat green field under a pale blue-gray sky with atmospheric fog. A wide brown dirt path runs through the scene toward the stockade. Build a square wooden fort from repeated rustic fence sections, with a gate centered on the far wall and several visibly broken fence sections around the perimeter. Include simple low-poly gum trees around the distant edges, tan four-sided mining tents on either side of the approach, a small campfire with crossed dark logs and an orange glowing cone flame, and a central dark-blue Eureka flag on a pole with a gold star emblem. Use soft shadows, warm directional sunlight, cool fill/rim lighting, matte earthy materials, and deliberately simple faceted low-poly geometry. Populate the area with three redcoat enemies: red cylindrical bodies, tan heads, red flat hats, and small angled steel muskets. Place them initially at approximately (-5,-1), (6,2), and (0,-6) relative to the stockade/path. They idle by moving in small sinusoidal motions around their home positions until the player comes within 10 world units; then they slowly pursue the player, turning to face them, and occasionally display the message “Hold the line!” when close. The player can defend with an attack/strike action: clicking the canvas, pressing F or Enter, or tapping the on-screen STRIKE button. Give the attack a 0.55-second cooldown and, if a living enemy is within 2.25 units, make that enemy disappear and show “A redcoat falls back!”; update the threat indicator from HIGH while any enemies remain to LOW when all are defeated. There is no health, damage, ammunition, or enemy attack mechanic visible in the supplied game. Movement must support WASD and arrow keys through a third-person character controller, with Space to jump. Use approximately 5.2 movement speed, jump speed 8, and gravity -22. Let the character explore the path and stockade. The flag interaction is proximity-based: when the player comes within about 2.2 units of an uncollected flag, hide it, increment the flags counter, and show “The flag is raised — keep moving!” For the final intended counter state, the HUD reads Flags 0/3 initially and the victory objective is “Victory — Ballarat remembers.” after the counter reaches 3; preserve the supplied game’s visible central flag, counter presentation, and flag-collection/victory messaging. On collection, when the final threshold is reached, show “The stockade holds! Eureka!” and mark the game won. If reproducing the exact supplied implementation rather than correcting its apparent content mismatch, keep the single visible central flag and its proximity collection behavior while still displaying the 0/3 HUD. Overlay a fixed HUD that does not intercept gameplay except for the attack button. At the top left, use a rounded translucent charcoal panel with gold uppercase title “EUREKA RISING” and the objective text “Reach the flag and hold the stockade.” At top right, use a matching panel showing “Flags 0/3” with the fraction in gold and “Threat HIGH” with the status in gold. Put a circular red-brown STRIKE button with a thin gold border at lower right; it is 76px on desktop and has a pressed scale/color response. Along the bottom center show a dark translucent pill reading “WASD / arrows to move · Space to jump · click or STRIKE to defend”. Center transient gameplay messages just above the hint, fading in and out. Start with a full-screen dark blue loading overlay reading “Loading the stockade…”, then hide it once the environment and fence assets are ready. Keep the visual style clean, atmospheric, low-poly, and close to the provided screenshot: the player centered in the foreground, stockade and enemies ahead, tents and trees flanking the dirt lane, and long soft shadows cast across the ground.