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Қыпшақтар жорығы

  • 3d
  • educational
  • exploration
  • quiz
  • low-poly
  • kazakh
  • historical
  • third-person
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Yerzat Kural built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Қыпшақтар жорығы was built by Yerzat Kural 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 Қыпшақтар жорығы 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 Қыпшақтар жорығы

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.

Recreate a playable low-poly 3D educational exploration game titled “Қыпшақтар жорығы” (“Kipchak Expedition”), with all visible interface text in Kazakh. Use a third-person camera following a simple capsule-shaped player avatar named “Жас зерттеуші” (Young Researcher). The player starts near the center of a circular settlement and can walk with WASD or arrow keys, jump with Space, and interact with nearby characters with E; on touch/mobile, provide the movement control/virtual joystick behavior visible in the reference. Use a warm, stylized, geometry-based aesthetic with soft shadows, no texture-heavy realism: pale blue sky/background with light fog, golden directional sunlight, ochre-brown ground, and a darker circular settlement/path area.

Build the settlement as an open navigable nomadic steppe camp. Place three large round felt yurts made from cylindrical beige walls and orange-brown conical roofs around the central area (approximately left, center-back, and right foreground). Include a blue flattened circular water feature/river toward the back-right, sparse stylized cone-like grass tufts, a well, a large brown rectangular “Хан ордасы” (Khan’s headquarters) toward the rear, and a green “Жиналыс орны” (meeting place). Also load/place the visible low-poly camp props: a guest tent, a green-roof blacksmith workshop, a blue market building, a horse enclosure/horse, and two sheep. The environment should feel like a compact Kipchak camp surrounded by open steppe, rendered with ambient hemisphere lighting, directional shadows, and fog that fades distant objects.

Create five low-poly capsule-bodied NPCs, each standing on a glowing gold ring, positioned around the settlement. They should visibly brighten/highlight when the player is within interaction range (about 3.2 world units). Their names, educational dialogue, level, and multiple-choice quiz content must be exactly as follows:
1) “Ауыл ақсақалы” near the yurts, level 1, explaining that life depends on livestock and seasonal migration and that yurts can be quickly dismantled, moved, and rebuilt. Ask “Киіз үй көшпелі өмірге неге ыңғайлы?” with answers “Оны тез жинап, қайта тігуге болады” (correct), “Ол тек тастан салынады”, and “Ол өзенде жүзеді”. Award artifact “Кесе”.
2) “Малшы”, level 2, explaining horses as transport/wealth, sheep providing wool/meat, camels enduring long journeys, cattle providing milk, and the importance of water and pasture. Ask “Көшпелі шаруашылықтың негізі не болды?” with “Мал өсіру” (correct), “Зауыт салу”, and “Теңіз балықшылығы”. Award “Ер-тұрман”.
3) “Ұста” near the blacksmith, level 3, explaining that smiths made knives, bridles, and arrowheads from iron, while leather, wood, and wool goods were traded. Ask “Ұста қандай бұйым жасайды?” with “Темір құрал” (correct), “Бұлт”, and “Жұлдыз”. Award “Темір ауыздық”.
4) “Саудагер” near the market, level 3, explaining exchange of livestock products, leather, wool, metal, and handicrafts and links with neighboring countries. Ask “Саудада не айырбасталды?” with “Жүн мен тері” (correct), “Ғарыш кемесі”, and “Пластик ойыншық”. Award “Мата бөлігі”.
5) “Хан кеңесшісі” near the rear headquarters, level 4, explaining the Khan as supreme ruler and the differing roles of tribal leaders, prominent people, commanders, and ordinary community members, while noting that arrangements varied by place and period. Ask “Қыпшақ қоғамындағы билік туралы дұрыс тұжырымды таңда.” with “Билік пен бедел аймаққа, кезеңге және байлыққа қарай өзгерді” (correct), “Барлық жерде қатаң бірдей болды”, and “Қауымда ешкімнің міндеті болмады”. Award “Таңба тас”.

Interaction flow: pressing E near an NPC opens a dark translucent dialogue panel with gold border near the bottom, showing the NPC name, their explanatory text, then a “Жалғастыру” button. After continuing, show a centered dark quiz panel titled “[NPC name] — білім сынағы”, the question, and three answer buttons. A correct answer displays gold “Дұрыс! +100 ұпай.”, grants 100 points; on the first successful completion of that NPC also grant the artifact, add the NPC to completed missions, grant 50 additional points, and if the current level equals that NPC’s required level, increase the level by one up to 5 and grant another 200 points. A wrong answer displays “Қайта ойлан. Дұрыс жауапты ізде!” and does not complete the mission. Completed NPCs must not repeatedly grant the artifact or first-completion bonuses, though answering correctly still shows the +100 feedback. Save score, level, artifact count, and completed mission names in local storage so progress persists after reload. When all five missions are complete, grant a 300-point completion bonus and display “Құттықтаймыз!” followed by “Сіз — ҚЫПШАҚ ҚОҒАМЫНЫҢ БІЛГІРІСІ! Барлық бес миссия аяқталды.”

HUD must remain over the 3D view. At the upper-left use a rounded dark green/black panel with a thin gold border and shadow: large gold title “ҚЫПШАҚТАР ЖОРЫҒЫ” and subtitle “Дала өмірі және қоғамдық құрылыс”. At upper-right use a matching panel showing exactly “Ұпай: 0” (with live score), “Деңгей: 1/5” (live level), and “Артефакт: 0/5” (live artifact count). At the bottom center show a rounded dark instruction panel reading “WASD / көрсеткілер — жүру · Space — секіру · E — сөйлесу”. Use serif-style typography, cream/white text, gold accents, rounded corners, responsive sizing, and stack quiz answers into one column on small screens. The scene should open immediately into exploration rather than a title screen; there is no combat, timer, health system, or enemy mechanic.

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