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مدينة الظلال

  • 3d
  • third-person
  • open-world
  • action
  • rpg
  • arabic
  • low-poly
  • city
  • monster-combat
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

مدينة الظلال was built 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 مدينة الظلال 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 مدينة الظلال

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.

Rebuild a playable Three.js-style 3D third-person open-city action game titled exactly "مدينة الظلال" (City of Shadows), with a fully Arabic right-to-left interface. Start with a full-screen dark translucent title overlay showing the large gold title, the subtitle "عالم مفتوح — مدينة، سيارات، وحوش ومهام", and a centered "ابدأ اللعب" button. Behind it is a stylized low-poly city viewed from an elevated third-person camera: a broad dark-gray road network with yellow lane marks, sparse blocky buildings with varied beige/gray walls, dark roofs and small awnings, street lamps with cyan glowing tops, and atmospheric blue-gray fog. Use directional warm daylight, cool fill lighting, soft shadows, and an optional dark-blue night mode with brighter cool moon lighting.

The player is a casual male humanoid 3D character initially positioned in the city near the harbor and mounted on a horse. Provide a follow camera that stays behind and above the player, with mouse drag orbit controls and a limited vertical pitch. Movement is camera-relative: WASD or arrow keys move forward/back/left/right. The player can toggle between horse movement (speed approximately 9), walking on foot (approximately 5.2), and entering cars (approximately 15). The horse should be visible while mounted and hidden on foot. Include two simple readable driveable cars placed around the city: a blue sedan near the harbor and a yellow taxi in the old-market area. Cars have boxy bodies, contrasting glass cabins, and four wheels. Press E near a car to enter it; the car attaches to the player while driving, the player model hides, and E exits it.

Build three named city areas connected by roads: Harbor/حي الميناء, Old Market/السوق القديم, and North Gate/البوابة الشمالية. Add a pharmacy landmark in the harbor around position (15, -22), a weapon/shop kiosk around (-58, -14) in the old market, and a large northern wall and wooden gate around z=90. Populate the city with repeated low-poly buildings and lamps. Include a pharmacy shopkeeper humanoid at the pharmacy, standing idle. The minimap must be a fixed square panel at bottom-right with a dark background, simple gray road lines, Arabic labels for الميناء, السوق, and البوابة, a white player dot, and red enemy dots.

Add hostile animated monsters distributed around the city. Use at least two visually distinct monster silhouettes: purple-gray Big Demon enemies and larger blue-green/dark Cthulhu-like monsters. Monsters idle/wander around home positions, pursue the player when within 20 world units, approach and attack when within roughly 2.4 units, and reduce player health on timed attacks. Include a much larger northern gate boss with dark blue coloring, approximately 250 HP, stronger damage and slower pursuit. Normal enemies have approximately 70 HP. The player has 100 maximum health and a prominent red/gold health bar at top-left. There is no need to invent a separate death screen; faithfully keep the health system as shown.

Implement mouse left-click or the on-screen Arabic "⚔ هجوم" button as attack. The default weapon is "سيف فولاذي": short range around 4.3 units and 20 damage. A second weapon is "قوس صياد": range around 15 units and 65% of current damage. Switch weapons with the mouse wheel or the on-screen "تبديل" button; update the Arabic weapon label. Attacks have a brief cooldown, affect nearby enemies in range, push them slightly, hide defeated enemies, and award 1 rune for a normal enemy or 8 runes for the boss. Show the rune count in the menu and pharmacy panel. At the pharmacy, press E when close to open an Arabic shop overlay. It offers a healing potion for 1 rune that restores 30 health and a sword upgrade for 2 runes that adds 8 damage. Include close buttons and preserve the dark slate panel/gold heading visual style.

Use a simple four-stage mission progression shown at top-right in Arabic. Start with "المهمة 1: اعثر على متجر الصيدلية في حي الميناء." When the player reaches the pharmacy, change to "المهمة 2: تخلص من الوحوش التي تهاجم متجر الصيدلية." When no living enemy remains within roughly 22 units of the pharmacy, change to "المهمة 3: قد السيارة إلى البوابة الشمالية واهزم الزعيم." When the player reaches beyond the northern gate (z greater than about 74), change to "المهمة 4: المدينة أصبحت حرة — استكشف الأحياء الثلاثة." Display the current stage, rune count, current location, and weapon in an Arabic pause/menu overlay. The location readout should show السوق القديم when x is less than -25, البوابة الشمالية when z is greater than 50, otherwise حي الميناء.

Create a fixed Arabic HUD matching the reference: gold game title at upper-right, mission text below it, health and weapon stats at upper-left, city minimap at bottom-right, and bottom-left buttons for "☰ الجيم منيو", horse/car toggle (initially "🐎 نزول"), and day/night toggle (initially "☀ نهار"). Add a bottom-center interaction prompt that appears contextually as "اضغط E لركوب السيارة", "اضغط E للخروج من السيارة", or "اضغط E للتحدث مع التاجر". Add two translucent circular touch buttons on the lower-right for attack and weapon switching. At the very bottom, show the compact Arabic control hint: WASD movement, Mouse look/attack, Wheel weapon switching, and E interaction. The overall presentation should be atmospheric, dark, minimalist, low-poly and realistic enough to read the city, with gold, cyan, slate, charcoal, and muted red UI accents; maintain responsive desktop/mobile layout and Arabic RTL typography.

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