Skip to content

Arcade › Foundry Rift

Foundry Rift

  • 3d
  • fps
  • arena
  • shooter
  • endless
  • wave-based
  • pbr
  • babylon.js
  • first-person
  • hitscan
  • tactical
0
Remix it Discord

55 plays ·added June 20, 2026

About Foundry Rift

i am still working on it and i need soem cash for coffee lol

How to play

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.

Discussion

Nobody has said anything about Foundry Rift yet. Play it, then tell Matthew Johnson what you would add next.

Make your own game

Foundry Rift 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 Foundry Rift 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.

Read the build brief for Foundry Rift

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 first-person arena shooter called "Foundry Rift" using Babylon.js with the following specifications:

**Camera & Perspective:** First-person camera at 1.75 units height with full mouse/controller look control. Hip fire FOV of 1.08 that zooms to 0.68 when aiming down sights. Smooth FOV transition blending between hip and ADS states.

**Player Weapon:** Detailed tactical carbine (M4-style) positioned at the lower-right of screen in hip fire (x:0.46, y:-0.44, z:0.78), smoothly moving to centered and lower position (x:0.0, y:-0.58, z:1.1) when aiming. The gun is built from PBR boxes and cylinders: upper/lower receiver, carry rail, quad-rail handguard, angled magazine, pistol grip, collapsible stock tube and stock, vertical foregrip, red-dot sight with base, housing, and smoky emissive glass lens. Materials are matte-black carbine metal (metallic 0.82, roughness 0.31), worn receiver edges (metallic 0.9, roughness 0.24), black polymer grip (metallic 0.04, roughness 0.72), and smoky red-dot glass (emissive green tint). Weapon scales up slightly with each tier upgrade (1.035x per tier).

**Shooting Mechanics:** Hitscan raycast weapon firing at 145ms intervals (reduced by weapon tier and ADS). Visible orange muzzle flash spheres (diameter 0.28 hip, 0.18 ADS) with high emissive intensity. Hot bullet spheres (0.08 diameter) fly forward at 115 units/sec with orange emissive PBR. Orange tracers (lines) from muzzle to target. Camera recoil pushback of -0.025 units hip, -0.012 ADS. Hit detection checks for enemy meshes via metadata. Hits deal 28 + tier*10 damage. Successful hits create emissive orange impact sparks (0.22 diameter), misses create small gray sparks (0.12 diameter).

**Movement System:** Custom arena-FPS velocity with WASD controls. Ground acceleration 26, air acceleration 9. Ground max speed 7.2 (9.0 when sprinting). Gravity of 18 units/sec². Jump velocity 8.2 (ground) or 7.0 (air). Double-jump system allowing one air jump. Shift/B button triggers slide boost on ground (adds 10.5 velocity, max speed 12.2 for 420ms) or air dash. Velocity applied directly to camera position each frame with ground collision at y=1.75.

**Arena Layout:** Large 400x400 unit playable area. Three connected rooms: spawn room at z=-140 to -176 (72 units wide), long central corridor from z=-104 to z=132 (24 units wide with walls at x=±12), and enemy barracks room at z=104 to z=180 (84 units wide). Industrial metal walls (dark gray PBR with metallic 0.62, roughness 0.47). Floor is jungle mud/concrete PBR with green-brown tones (metallic 0.01, roughness 0.64) using procedural noise texture with scale 10x10. Three molten drain channels (0.35 depth, emissive orange lava material) at z=-10,0,10. Orange hazard stripes along corridor sides and room transitions.

**Cover & Props:** Imported Kenney GLB props: space-station barriers (scale 2.2), gun crates (scale 2.0), machine barrels (scale 1.9) placed throughout arena. Black metal cover boxes (metallic 0.7, roughness 0.34) at key positions. Four orange tube lights on walls (0.08x0.7x3.2 boxes with emissive orange, accompanied by orange point lights with intensity 0.6, range 9).

**Foliage System:** Dense overgrown jungle aesthetic along corridor sides. Imported Kenney nature props: 70+ grass clumps (scale ~4.0), 34+ detailed bushes (scale ~5.2), 18+ rock blocks (scale ~2.6). Custom PBR materials: dense grass (dark green 0.10,0.28,0.10, roughness 0.86), broadleaf bushes (darker green 0.08,0.22,0.08, roughness 0.82), wet jungle rocks (gray-green 0.18,0.19,0.17, roughness 0.54). All use procedural noise albedo and bump textures. Ground mud strip (74x330 units) under foliage with grass material.

**Enemy System:** Four starting enemies spawning in barracks room at fixed points. Enemies are procedural capsule bodies (height 1.55, radius 0.34) with box armor pieces: chest plate (0.78x0.62x0.28), helmet (0.46x0.36x0.42), red emissive visor (0.32x0.06 with emissive intensity 2.4), shoulder pads, shin guards. Imported Quaternius character models (Swat, SciFi, Soldier GLB) replace procedural meshes when loaded. Each carries a small rifle box. Materials: dark armor (metallic 0.6, roughness 0.4), black suit (metallic 0.05, roughness 0.74), bright red visor (emissive red). Enemies have 100 HP + round*10 bonus.

**Enemy AI:** Enemies rotate to face player. When distance >5.5 units, chase at speed 1.15-1.5 + round*0.035. When <5.5 units, strafe perpendicular while shooting. Shooting cooldown 1.25-2.0 seconds (decreases with rounds). Fire red tracers from head height toward player, dealing 3-6 damage per hit. Body bobbing animation via sin wave. Scale pulses when hit. Dead enemies fall to ground (y=0.05, rotate to x=90°) and stay as persistent bodies. Drop a carbine pickup at death location.

**Loot System:** Dead enemies drop carbines (gun boxes with barrel cylinder) that spin slowly on ground. Walk within 2.4 units to auto-pickup. Each pickup increases weapon tier (max 4) and loot count. Tier affects fire rate, damage, and weapon visual scale.

**Round System:** Endless waves starting with 4 enemies. When all enemies die, 2.6 second countdown, then next round spawns 3+round enemies (max 10) with randomized spawn positions. Each new round gives +18 HP bonus. Round number increases HP, speed, and fire rate of enemies.

**Lighting:** Hemispheric light (intensity 1.15, diffuse light blue-gray, ground color tan-brown) from above. Directional sun (intensity 4.6, warm orange-yellow diffuse, position 58,24,-62, direction -0.78,-0.38,0.5). ACES tonemapping with exposure 1.85, contrast 1.18. Environment intensity 1.35. Lens flare system on sun with two flares (0.24 orange, 0.09 cyan-green).

**Post-Processing:** Default rendering pipeline with FXAA, bloom (threshold 0.52, weight 0.09, kernel 28), chromatic aberration (amount 2), film grain (intensity 4). No motion blur, no SSAO, no fog, no dynamic shadows. Hardware scaling 1.15-1.75 for performance.

**HUD Display:** Top-left status bar showing: "ROUND [n] · HP [health] · FRAGS [kills] · BOTS [alive] · GUN T[tier] · LOOT [count] · [FPS]FPS · XBOX PAD". Bottom-center message area for gameplay feedback. Lower-right minimap (canvas overlay) showing: arena outline rooms, white player triangle pointing forward, red dots for alive enemies, cyan squares for dropped guns, semi-transparent dark background.

**ADS Overlay:** When aiming (blend >0.08), body gets "ads" class. When zoomed (blend >0.55), body gets "scoped" class adding CSS red-dot sight overlay (circular reticle with center dot). When firing, brief "firing" class for 55ms adds screen shake effect.

**Controls:** Mouse look, WASD move, Shift sprint/slide, Space jump/double-jump, Left-click fire, Right-click/Q aim, F alternate fire. Xbox controller: LS move, RS aim, LT aim, RT/RB fire, A jump, B/LS-click dash. Mobile: on-screen D-pad + fire button. Enter/Start to begin match.

**Victory/Death:** Player death at 0 HP shows overlay "You were eliminated" with "Restart Match" button. Restart resets HP to 100, position to spawn, round to 1, enemies to initial 4 at spawn points, removes all loot/bullets/bodies.

**Art Style:** Industrial-meets-jungle PBR aesthetic with reflective metal, dark concrete, overgrown vegetation, orange accent lighting, emissive red enemy visors, warm low-angle sunlight, tactical military weapon design, photoreal material rendering.

More free browser games

Browse the whole Arcade →