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Arcade › Frontier Freefall
Click the game above and it runs right here in your browser. No download, no installer, no account needed. STEVEN MOLYNEAUX built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frontier Freefall yet. Play it, then tell STEVEN MOLYNEAUX what you would add next.
Frontier Freefall was built by STEVEN MOLYNEAUX 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 Frontier Freefall 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 3D third-person action game titled “Frontier Freefall” using Three.js. Render a large square outdoor battlefield with a muted blue-gray sky, matching fog, warm directional sunlight, soft hemisphere fill lighting, shadows, and a green grass-like ground plane approximately 184 by 184 world units. Use a behind-the-player perspective camera with a roughly 62-degree field of view: keep the warrior centered, camera about 7 units above and 7 units behind the player, smoothly follow the player, and look at a point about 1.5 units above them. The player begins at world position (0, 0, 18), with movement-relative camera controls and a visible humanoid fantasy warrior model holding a small pistol/sidearm. Use a Kenney-style castle kit for walls, corner half-towers, and narrow gates, pine tree models scattered around the perimeter and battlefield, and a low-poly RPG Warrior model for the player and AI characters. Keep the overall visual style low-poly, clean, colorful, and game-like, with baked-in model shadows and a hazy frontier battlefield atmosphere. Build four fortified square bases positioned at approximately (-32,-30), (32,-30), (-32,30), and (32,30), named BASE A through BASE D and color-coded blue, red, gold, and purple. Each base is about 20 by 20 units, surrounded by castle walls with corner towers and a gate; place a colored central keep, a dark roof cap, a small brown armory block, and a pale medical-tent block inside/near each base. Put floating dark labels above bases reading “BASE A”, “BASE B”, etc. Add four broad brown supply trails running along the battlefield, plus about 55 randomly distributed pine trees at radii roughly 25–90 around the center. Place six AI warrior enemies around the map, initially near the four bases and at north/south positions. Label them “AI 1” through “AI 6” above their heads, with alternating red/yellow label colors and alternating weapon colors. AI warriors should patrol/wander when far away, pursue the player when within 20 units, close to about 5 units, and periodically damage the player in melee range. Give each 100 HP, armor alternating between 8 and 18, and attack damage alternating between 10 and 14. When shot to zero, hide an AI, add 100 score, and respawn it after about 5 seconds near one of the bases with full health. The player has 100 maximum health, 10 armor, a pistol doing 18 base damage, 40 supplies, and starts with score 0. Implement WASD movement, with Shift for faster running (normal speed about 7, run speed about 11), and allow the player to move freely within x/z bounds of roughly -88 to 88. Use drag/pointer look: dragging on the right side of the screen changes yaw and pitch, clamping pitch to a practical range. Press F to fire. Firing has a 0.35 second cooldown and shoots a horizontal ray/aim line from the camera toward the closest visible AI within 30 units and a narrow side tolerance; damage is max(5, player damage minus 25% of enemy armor). Do not add a jump mechanic even if Space is shown as a key state; the actual game logic only uses WASD movement, running, looking, firing, looting, upgrading, and troop summoning. Scatter 34 small cuboid loot pickups over the map. Randomly assign them as food, ammo, or armor, using brown/red-brown for food, ochre/gold for ammo, and blue-gray for armor. Press P when within 3 units of the nearest pickup to collect it, hide the pickup, add 5 supplies, and apply its effect: food restores 20 health up to maximum; ammo increases pistol damage by 2 and changes the displayed weapon name to “pistol+”; armor increases armor by 8 up to 70. Press E near the closest base (within 12 units) to upgrade it if supplies are at least 15: subtract 15 supplies, increase that base’s level, add 35 maximum base HP and restore it, increase player armor by 5 up to 60, increase player damage by 4, and place a visible additional brown upgrade slab above the keep. Press T if supplies are at least 20 to spend 20 and summon a smaller allied warrior at the player’s position offset by (2,0,2); allied troops should approach the nearest visible AI and damage it periodically when within about 3 units. Create a fixed in-world-style HUD overlay attached to the camera, across the upper portion of the view. It should be a dark translucent rectangular panel with white text reading “FRONTIER FREEFALL” and a status line in this exact spirit: “HP [current]/100 Armor [current] [weapon] Supplies [count] Score [score]”. Include a green health bar over a dark red/brown background. Include the instructional line: “WASD move drag look F fire P loot E upgrade T troop”. When player health reaches zero, stop normal movement/AI updates, show a dark translucent death panel and white text such as “YOU DIED — revive in [seconds]”, then automatically respawn after 5 seconds at BASE A’s position plus a small z offset with full health. Keep score and supplies persistent through this death/respawn. Use responsive full-window rendering, antialiasing, tone mapping, fog, and a high-quality but performant pixel ratio. Do not add menus, inventories, quests, vehicles, freefall/parachuting, or other mechanics not described here.