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Furious Street

  • 3d
  • driving
  • arcade
  • open-world
  • low-poly
  • city
  • racing
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. GODWIN GOD'S AIM built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Furious Street yet. Play it, then tell GODWIN GOD'S AIM what you would add next.

Make your own game

Furious Street was built by GODWIN GOD'S AIM 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 Furious Street 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 Furious Street

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-based 3D arcade open-world driving game titled "Furious Street". Use a low-poly, stylized Three.js-like presentation with a dark blue nighttime city atmosphere, fog, strong soft directional lighting, shadows, and a third-person chase camera behind a car. The player drives on a large bounded city grid: a main wide boulevard running into the distance, additional parallel/cross streets, dark nearly black asphalt, pale dashed lane markings, and broad blue-gray ground/sidewalk areas. Fill both sides of the roads with repeating chunky low-poly commercial and skyscraper buildings in blue, gray, and muted purple tones, with a simple distant skyline. Keep the visible play area within approximately x=-102..102 and z=-112..112.

The player starts centered on the main road near the camera at position (0, 0.12, 14), facing down the street. Show a selectable low-poly car model; the default is a blue hatchback/sports car called Streetbolt S1. The car should visibly have a blocky body, rear window, rear lights and bumper, and cast shadows. Driving is physics-light arcade movement rather than realistic simulation: W or Arrow Up accelerates, S or Arrow Down brakes/reverses, A/D or Arrow Left/Right steer, and steering rotates the vehicle based on its current speed. Space activates a handbrake/drift-like stronger steering response. Shift activates nitro while available, increasing acceleration and maximum speed; nitro drains while held and slowly recharges when not used. Clamp the car to the city bounds. R resets it to the starting position and heading. There are no visible collisions or combat mechanics.

Place moving traffic cars on the side roads: 16 low-poly vehicles distributed along the streets, traveling continuously in both directions and wrapping around when they leave the city bounds. They are visual traffic obstacles/ambient traffic, with several body styles and colors matching the selectable cars; do not add collision behavior unless explicitly implemented.

Include a garage overlay opened by the GARAGE button or Escape. It lists four cars with selectable cards and the exact displayed specifications: Streetbolt S1 (top speed 210 km/h, 0–100 7.2s, handling 76/100, FREE STREET CREDITS); Vortex GT (260 km/h, 5s, handling 82/100, price 45,000); Crimson R (320 km/h, 3.2s, handling 91/100, price 180,000); Emerald RS (300 km/h, 3.6s, handling 88/100, price 150,000). The player begins with 12,500 Street Credits, so only the free Streetbolt S1 is initially affordable; unaffordable choices should report “NEED MORE CREDITS.” Selecting an affordable car swaps the active vehicle model and closes the garage.

Provide three camera modes cycled by the CAMERA button or C: a high chase view behind the car, a closer low chase view, and a high overhead-ish view. Smoothly follow the car and look toward a point just above it. Add a RESET button or R shortcut. The HUD should have the red uppercase title “FURIOUS STREET” at upper left, and centered/top status text reading “CITY LOOP • AMUS…” (city loop/open-world style), “MODE OPEN WORLD,” and “STREET CREDITS 12,500.” Show a speed readout in km/h and a nitro indicator/readout. Along the bottom, include large circular touch controls suitable for mobile: left and right steering arrows, an accelerator/up control, a brake/reverse/down control, and an “N2O” nitro button. Also show a compact control hint such as “W/↑ accelerate • S/↓ brake/reverse • A/D steer • Space handbrake • Shift nitro • C camera • R reset.” Buttons should be dark translucent circles/panels with light text and borders, matching the screenshot.

The overall goal is simply to freely drive around the stylized city, experiment with the four car choices and camera modes, and use nitro. Use a 16:9 responsive layout, preserve the game view behind the HUD, and maintain the screenshot’s moody blue low-poly urban aesthetic.

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