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Arcade › Fusion Sandbox
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Colton Ilgenfritz STUDENT built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Fusion Sandbox yet. Play it, then tell Colton Ilgenfritz STUDENT what you would add next.
Fusion Sandbox was built by Colton Ilgenfritz STUDENT 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 Fusion Sandbox 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 3D physics sandbox titled “Fusion Sandbox.” Use a dark, enclosed square sci-fi testing arena viewed initially in third person. The scene should be built around a 36-by-36 dark blue-gray floor slab with a visible blue technical grid, four low thick boundary walls, dark navy background, fog, soft shadows, and cool blue lighting with a warm directional key light. Use a polished stylized low-poly/kitbash look with bloom-like emissive accents and a translucent dark glass HUD. The player is a small glossy cyan-blue capsule-shaped robot/toy with a pale glowing visor/front detail. Start it near the front-center of the arena (approximately world position 0,0,8), facing into the test area. Provide third-person movement with WASD or an equivalent virtual joystick, camera-relative movement, jumping with Space, gravity, and a follow camera about 6 units behind the player. Include a toggle to switch between third person and first person; in first person hide the player body and visor and keep a centered circular crosshair. Display the current mode as THIRD PERSON or FIRST PERSON. Populate the arena at startup with several orange/brown factory-style crates scattered in the middle and three dark humanoid animated training dummies aligned toward the far wall. The crates should be selectable physics props; the dummies should be selectable targets with health. Let the player click/tap visible props to select them, and show “Selected: none” or the selected prop type and, for damaged dummies, remaining hp in the top-right HUD. Props should have velocity, gravity, bouncing/drag on the floor, and simple rotation/spin. Dummies can be animated idly until hit and should ragdoll/launch when their health reaches zero. Implement the sandbox tools and interactions shown by the game: - Fuse nearby: press F or click the button to find the selected prop, or otherwise the nearest live non-dummy prop, then combine it with the nearest other live non-dummy prop if within 6 units. Hide both source props and create a bright rotating cyan-white faceted fusion core between them; make the core last about 12 seconds before disappearing. Show a toast such as “Fusion created,” or a failure message if props are too far apart/not loaded. - Gravity pulse: press G or click its button. Push every active prop within 14 units away from the player, adding upward lift, with a toast “Gravity pulse!” - Grab/throw: select a prop, press E or use Grab selected. Attach it about 2.3 units in front of the camera while held; pressing E again throws it forward with strong velocity and upward impulse. Show suitable toast messages and require a selection. - Freeze selected: stop the selected prop’s velocity and toggle its frozen state, preventing its physics updates until unfrozen. - Wire tool: press Q or click Wire tool, then click two different props. Draw a glowing cyan line between their positions, update it as they move, and give it a gently pulsing opacity. Show a message when wire mode starts and when the wire is connected. Allow multiple wires. - Fire blaster: press Space or click Fire blaster. Fire along the center crosshair with a short cooldown. If the ray hits a training dummy, subtract 34 hp and add an upward impulse; on reaching zero, ragdoll it. Otherwise show “Blaster fired.” Also offer a Spawn menu with buttons for Dummy, Vehicle, Blaster, and Crate. Spawn each item just in front of the player: a dummy target, an orange toy vehicle with four dark wheels, a glowing cyan weapon/blaster block, or a colorful crate. Spawned objects participate in selection and physics. A selected vehicle can be driven with I/J/K/L, applying movement impulses. - Reset sandbox: press R or click Reset sandbox. Restore all initial/spawned props to active, visible, full health, unfrozen and stationary; remove fusion cores and wires; clear selection/grab state; return the player to the starting position; and show “Sandbox reset.” Use a clean HUD over the game: top-left rounded dark translucent panel with the uppercase title “FUSION SANDBOX” and subtitle “A toybox for physics, powers, and weird experiments.” Include the help line “WASD / joystick move · Space jump · click selects.” Top-right rounded chips show view mode and selection. Keep a small circular crosshair centered on screen. At the bottom, use a rounded dark translucent action panel with buttons: “Switch to FPS,” “Spawn menu,” “Wire tool,” “Fire blaster,” “Fuse nearby,” “Gravity pulse,” “Grab selected,” “Freeze selected,” and “Reset sandbox”; on narrow screens let them wrap. Add a bottom-right help panel reading approximately “Tools: click select · E grab/throw · Q wire · Space fire · F fuse · V view.” Use temporary centered toast notifications for actions. There are no scores, lives, ammo counters, enemies to defeat, or win condition: the goal is freeform experimentation with physics, powers, fusing, wiring, spawning, and manipulating props.