Appearance
Arcade › Fallen Crown
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Fia built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Fallen Crown yet. Play it, then tell Fia what you would add next.
Fallen Crown was built by Fia 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 Fallen Crown 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 browser strategy/settlement game titled "Fallen Crown". Use a stylized low-poly 3D fantasy RTS presentation with an orthographic isometric camera, soft shadows, warm directional sunlight, pale sage-green sky/background with fog, and a tiled stone realm floating against the background. Keep the interface readable and responsive on desktop and mobile. Core presentation: render the world in 3D with a Three.js-like orthographic camera looking down from approximately (12,16,14) toward the origin. The camera can be dragged to pan and the mouse wheel or pinch can zoom between roughly 0.65x and 1.8x. Use ambient/hemisphere lighting plus a warm directional sun and soft shadowing. Models should be simple, chunky, colorful, low-poly fantasy assets: wooden market stalls, timber houses, a wheat farm, a small red-roofed resource well, forest/cone trees, a dirt road, a rebel tent and flag, and an animated idle knight. Use tan stone tiles with darker side faces in the town, a muted green overworld, earthy brown roads, red/orange accents, and gold highlights. Billboard labels may hover over important locations. Game state starts in Town mode with Wheat 120, Lumber 90, Gold 55, and Warriors 8. Start with 2 houses, town level 1, and zero reclaimed territories. Town is a 9 by 7 field of separated square stone tiles, with a circular dirt plaza and market at the center, two timber houses toward the rear/side, a wheat farm, and a small well/resource structure. Show floating labels for wheat income (+12), lumber income (+8), and the central Market. The scene should resemble a rebuilding settlement rather than an action game. HUD: place a fixed overlay over the 3D scene. At the top, show the gold serif/medieval-styled brand "✦ FALLEN CROWN" in pale gold with a dark shadow. To the right/top show rounded dark green resource pills with gold borders and icons/counts: Wheat, Lumber, Gold, and Warriors. Beneath the title on the left are two tabs, "Town" and "World Map"; the active tab is terracotta/orange and the inactive tab is dark green. At the bottom, show a dark green translucent rounded panel with gold border. In Town it says "Rebuild the Realm" and "Gather supplies, raise homes, and improve the market." Provide buttons: "Build House · 30🪵", "Upgrade Market · 25🌾", and "Train Warriors · 20🌾". Include short toast notifications for success or insufficient resources. Add a small hint: "Tap a building or enemy position. Drag to pan the realm; wheel/pinch zooms the view." Town actions and rules: - Every 6 seconds automatically grant 12 + (town level * 2) Wheat and 8 Lumber. Refresh HUD values. - Build House costs 30 Lumber. If affordable, subtract it, increase the house count, place another timber house at the next available town position, and show "New home founded". If not affordable, show "Need 30 lumber". - Upgrade Market costs 25 Wheat. If affordable, subtract it, increase town level by 1, and show "Market upgraded — income rises". If not, show "Need 25 wheat". The increased town level affects future wheat income. - Train Warriors costs 20 Wheat. If affordable, subtract it and add 3 Warriors, with toast "+3 warriors ready". If not, show "Need 20 wheat". - Clicking/tapping a building selects it and updates the lower panel. Selecting the well changes the panel heading to "Resource Well" and its description to "Water and lumber keep the town alive." Otherwise show the normal rebuilding panel. World Map mode: hide the town and show a muted green overworld plane with scattered stylized forest trees and a diagonal dirt King Road. Place a rebel camp near the eastern/right side of the road, built from a pole, red hanging banner, and earthy tent, with a floating "REBEL CAMP" label. Also place an idle animated knight toward the opposite side. The World Map panel says "Conquest of the Old Realm" and initially "The rebel camp blocks the eastern road." It has "⚔ Attack Rebel Camp" and "Return to Town" buttons. Selecting the rebel camp should select it and optionally show a notification that the rebel position was selected. World rules: attacking requires at least 5 Warriors. If fewer, show "Train at least 5 warriors" and make no changes. Otherwise spend 5 Warriors, increase reclaimed territories/conquest by 1, add 45 Gold, show "Victory! The camp is reclaimed.", and visually shrink/turn the camp into a small ruin. Once territories have been reclaimed, the world panel should report "Territories reclaimed: N". Return to Town switches back to the settlement. The Town and World Map tabs must always update visibility, active styling, camera position, and panel contents. Interaction and polish: use raycasting/picking for selectable 3D buildings and camp, pointer drag for camera panning, and wheel zoom. Keep all action buttons clickable above the canvas, use rounded cards, gold outlines, cream text, dark green panels, and terracotta active/action buttons. Preserve the warm, storybook medieval palette and clean uncluttered isometric composition shown in the reference: the town’s broad tiled ground should dominate the view, with the market plaza and buildings providing the visual anchors. Do not add combat controls, enemies, inventory systems, quests, or mechanics beyond these resource, construction, training, mode-switching, and single-camp conquest rules.