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Arcade › Final Uprising
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matthew Johnson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Final Uprising yet. Play it, then tell Matthew Johnson what you would add next.
Final Uprising was built by Matthew Johnson 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 Final Uprising 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-playable first-person action game titled “Final Uprising,” set in the fictional Kariba Frontier. Begin with a full-screen title overlay over a dark, cinematic stormy savannah scene: large amber/gold “FINAL UPRISING” lettering, a short description explaining that a radio tower is calling reinforcements through the storm, and a centered “PRESS START” button. Starting the game enters a first-person FPS view from a standing player at approximately (0, 1.65, 18), facing a broad savannah toward an enemy outpost. World and camera: use a Three.js-style 3D first-person camera with a 72-degree field of view, mouse pointer-lock look, and a large roamable terrain area roughly 560 by 560 units. The ground is uneven procedural dry savannah soil with warm tan/brown noisy texture and subtle bump detail. Surround it with a cinematic gradient sky, atmospheric exponential fog, warm low-evening directional sunlight, soft shadows, and ambient hemisphere lighting. The scene should feel like a stormy dusk/night military combat zone: heavy rain streaks fall around the player, fog visibility is limited, and lighting changes gradually with an advancing time-of-day cycle beginning around 18:45/18.75. Keep the palette earthy—dark green foliage, brown soil, amber sunset highlights, and black silhouettes. Layout: the player starts south of a radio tower objective. Place the radio tower around (0, -28), between the starting savannah and the larger enemy village outpost centered farther north around (0, -95). Build the outpost as a large approximately 200-meter cleared compound: a circular dirt yard, a long muddy entrance road, perimeter wall segments, five elevated wooden/dark watchtowers with roofs and warm floodlights, many repeated village huts/buildings, supply crates, and fuel barrels. The radio objective is a tall dark-metal tower with a central shootable core about 9 units high, angled supports, an antenna array, satellite dish, and nearby crates and fuel barrels. Keep the map and village placement stable. Populate the wider savannah with scattered stylized low-poly trees, grass clumps, rocks, distant low hills, and animated wildlife: cows, deer, and donkeys that graze, walk, and flee when approached. Add simple black bird silhouettes circling high above the outpost. Include occasional animated flame patches with orange point lights when fuel barrels are destroyed. Player and weapon: show a realistic-looking black/dark-metal FPS rifle in the lower foreground, held by visible two-handed arms with dark green sleeves and gloves. The weapon should have a receiver, top rail, forward barrel and muzzle device, red-dot/optic detail, magazine, foregrip, and iron sights. Use metallic and polymer materials, recoil movement, a muzzle flash/light, and a reload animation. Normal view uses a visible simple white crosshair. Aiming down sights via right mouse button or controller LT smoothly centers the weapon, narrows the camera FOV to about 50 degrees, and hides the crosshair; the game specifically uses iron-sight alignment. Fire hits the object under the center-screen ray. Core loop and goal: infiltrate the hostile outpost and destroy the radio tower before reinforcements arrive. Start with 100 health, 75 armor, 30 rounds loaded, and 180 reserve rounds. Each shot consumes one round, has a short fire cooldown and recoil; automatically reload if attempting to fire with an empty magazine. Reload with R or X, with a roughly 1.25-second weapon animation. The tower starts with 120 integrity/health and loses 18 per hit to its central core. Six nearby fuel barrels and additional compound barrels can be shot; barrels take damage and, when destroyed, ignite a temporary fire patch and reduce tower integrity by 35. Show a mission-complete overlay reading “RADIO TOWER DESTROYED,” with a short message that the region goes quiet and wildlife scatters, plus a “PLAY AGAIN” button when tower health reaches zero. The tower should visibly lean/rotate slightly on completion and have fire at its base. Enemies: place animated Quaternius-style soldier patrols across the approach and outpost, with patrol positions extending through the village and beyond. Soldiers walk while patrolling, use running and one-handed shooting animations when alerted, react to hits, and play a death animation before disappearing. Each has 100 health; each rifle hit deals 36 damage, awarding a small hit score and a larger kill score. Enemies detect/approach the player within roughly 34–42 units or when the alert level is high, pursue the player, face the player, and attack at close range. Their attacks reduce armor first (up to 9 points per hit) and then health; show a red damage vignette. If health reaches zero, play a brief falling/death-camera animation with the camera tilting toward the ground and stop normal gameplay. Controls: desktop WASD or arrow keys move, with Shift held to sprint; movement is intentionally fast (normal approximately 4.4*100 and sprint 7.1*100 in the source behavior). Mouse movement looks after pointer lock, left click or Space fires, right mouse aims, R or X reloads, and Escape pauses. Support a standard Xbox controller: left stick moves, clicking/holding the left stick sprints, right stick looks, LT aims, RT fires, and X reloads. Touch look may remain available, but do not rely on touch controls; hide the on-screen left stick and FIRE button in the gameplay presentation. HUD and menus: keep the in-game HUD restrained and military-styled. Show a lower-left HEALTH readout with a red/amber health bar and a lower-right AMMO readout such as “30 / 180,” plus the minimal center crosshair. Include hit-marker flashes, a red damage flash, and a contextual stealth indicator that changes between “HIDDEN · SAFE,” “SEARCHING,” and “DETECTED · COMBAT.” The code contains additional compass, objective, minimap, armor/stamina/hunger/hydration, time/weather, and score state, but the locked presentation should prioritize the minimal health, ammo, and crosshair HUD; do not add unrelated UI clutter. Include a pause screen on Escape with CONTINUE, LOAD GAME, and PHOTO MODE buttons, and preserve a dark translucent amber-edged military interface style using a condensed techno font, clipped/angular panels, amber accents, green ammo, and red damage indicators.