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Arcade › Facility Walk
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Charles Angle built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Facility Walk yet. Play it, then tell Charles Angle what you would add next.
Facility Walk was built by Charles Angle 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 Facility Walk 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.
Recreate “Facility Walk” as a lightweight first-person 3D exploration simulation in Three.js or an equivalent browser 3D engine. Use a dark, clean, slightly neon visual style: a very dark blue-black background and fog, dark navy floor and walls, subtle blue emissive trim/accent lighting, and bright mint-green glowing collectibles. The camera is first-person with a 75-degree perspective field of view, mouse look controlled through pointer lock, and a small centered crosshair. The player is a simple capsule-like collision point/controller with eye height at about 1.7 units, starting at (0, 1.7, 18), looking toward the facility interior. There is gravity, jumping, and basic collision against axis-aligned box obstacles using a radius of about 0.38; keep the player grounded at eye/position height 1.7. Build a compact enclosed facility on a roughly 46-by-46 unit floor. The floor is a dark navy box, with four outer boundary walls around x/z ±22.5, approximately 6 units tall and 1 unit thick. Add interior partitions to suggest rooms and corridors: a wall at x=-8 spanning much of the central depth, another at x=8 spanning much of the depth, and horizontal walls around z=-8 and z=8, with openings/gaps represented by the layout and darker blue trim sections. Add thin blue decorative trim strips near the outer walls at floor level. Place four cylindrical pillars, about radius 0.7 and height 5.4, around the corners of the interior at (-14,-14), (14,-14), (-14,14), and (14,14). On the left side, create a small inclined ramp around x=-14 leading up to a raised 6-by-6 platform around (-18, y=1.8, z=0). Keep all geometry simple and box-based, with no enemies, combat, timer, or hard fail state. Place exactly five collectible “data cores.” Each is a small rotating icosahedron (about radius 0.35) with a pale mint surface, strong green/mint emissive glow, low roughness, and subtle floating/bobbing animation. Put them at approximately: (-18, 2.8, 0) on/above the raised platform, (-16, 1.2, -16), (16, 1.2, -16), (-16, 1.2, 16), and (16, 1.2, 16). They should rotate continuously and gently bob. The player collects a core only by looking directly at it with a short forward ray (about 2.2 units) and pressing E; remove it from the scene, increment the collected count, and play a short two-note synthetic pickup beep if audio is available. Implement controls exactly as follows: click the canvas or the large start button to begin and request pointer lock; mouse movement rotates yaw and pitch, with pitch clamped to roughly ±1.45 radians; WASD moves relative to the viewing yaw; Left/Right Shift increases movement speed from about 4.6 to 7.5; Space jumps with an upward velocity around 6.8 under gravity around -18.5; E interacts with a targeted core; R resets the player to the starting position and orientation (the existing collected cores/count can remain as implemented unless a full reset is deliberately supported); Esc unlocks the pointer. If pointer lock is lost, show the start/instruction overlay again and display “Click to lock pointer.” Create a polished start overlay over the scene. It should be a wide, rounded dark translucent panel with a subtle blue border, titled “Facility Walk,” followed by “First-person simulation — collect all 5 data cores.” Show the two-column controls: “Click: mouse look,” “WASD: move,” “Shift: sprint,” “Space: jump,” “E: interact,” “R: reset,” and “Esc: unlock pointer.” Include a prominent rounded blue button labeled “Click to Start” and a tip reading “Tip: if your mouse stops looking around, click again to re-lock.” Once started, hide this overlay while pointer lock is active. During play, place a top-left HUD reading “Cores 0/5” (updating through 5/5), and show a contextual prompt near the center/bottom when aiming at a core: “E: collect data core.” When no pointer lock is active, show “Click to lock pointer.” After all five are collected, show the message “All cores collected — explore or press R to restart.” Keep the simulation calm and exploratory, with no lose state. Use hemisphere and directional lighting plus a subtle cyan/blue point light, fog, and emissive materials to create the restrained neon facility atmosphere without requiring postprocessing bloom.