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Gangster Theft Auto

  • 3d
  • third-person
  • action
  • open-world
  • mission
  • arcade
  • low-poly
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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. Abdul Rahman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gangster Theft Auto yet. Play it, then tell Abdul Rahman what you would add next.

Make your own game

Gangster Theft Auto was built by Abdul Rahman 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 Gangster Theft Auto 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 Gangster Theft Auto

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 third-person 3D action game titled “Gangster Theft Auto,” presented as a fictional, original Chapter 1 slice rather than a real-world licensed game. Use a stylized low-poly/blocky city aesthetic with soft shadows, a blue-gray daylight sky and fog, dark asphalt roads, gray sidewalks, simple trees, scattered low-rise buildings and taller skyscrapers. Build a large square district with a main north-south avenue crossing an east-west avenue, sidewalks along the main road, ambient traffic sedans, and a few simple pedestrians moving slightly. Use a third-person camera following the player at about 7 units distance; support mouse/click camera look and keyboard movement. The player is a blocky character named Niko Parker, initially at the south side of the district, with WASD or arrow keys to move, Shift to run, and Space to jump. Include touch-friendly on-screen buttons as well as keyboard controls.

The core first mission is “MISSION 01 · FIRST MOVE.” Display a top HUD with the game brand and “Chapter 1 · New York District,” a mission panel, HP bar, Wanted level, and money starting at $500. Place a glowing red vertical mission beacon and a yellow circular ring at (0, 0, -30), visible in the world and represented by a red marker on a circular minimap. The initial objective is “Reach the marked meet-up at the red beacon.” When the player reaches the beacon on foot, change the objective to “The meet is hot. Clear the three arcade rivals.” Set Wanted to one and spawn/show three red arcade-rival target figures near the meeting point. The player can press F or tap a Fire button to shoot an arcade-style blaster: use a forward ray from the player/camera, with a range of about 24 units; each rival has one hit point and turns dark/shrinks when hit. Increment Wanted with each shot up to five, and show a brief toast such as “Arcade blaster fired.” Once all three rivals are hit, mark the mission complete, advance to free roam, award 
000 (so money becomes
500 from the default), and show “Mission complete ·
000,” then use the objective “Mission complete. Explore the district.” Do not add graphic violence; targets are abstract arcade-like figures. Place the player’s sedan near the starting area at approximately (5, 0, 5), using a stylized low-poly sedan model or a simple blue sedan fallback. Add seven moving traffic cars on the main avenue, traveling up and down and wrapping around the district. When the player is within 5 units of the sedan, pressing E or tapping “Enter / Exit” enters it: hide the player, attach/follow the camera to the car, and show a toast “Driving the sedan · WASD to steer.” While driving, W/S or Up/Down accelerate/reverse and A/D or Left/Right steer; use smooth acceleration, normal maximum speed around 11 and a possible fast-car maximum around 16. Press E again to exit beside the car and restore the on-foot third-person controls. Include a circular minimap in the lower right with a dark background, cross-shaped roads, a yellow player marker, red mission marker, and small blue traffic markers. Add bottom controls for Fire, Enter / Exit, Save, Pause, and Cheats, plus character switch buttons for Niko, Michael Stone, and Liam Parker. Character switching changes the active character name and saves the state, while the visible player can remain the same blocky model. Implement Save and Continue using local storage, preserving position, health, money, wanted level, mission stage/completion, active character, day/night state, and fast-car state. The Pause button and Escape key pause/resume updates. Include a centered toast notification system for events. Add a Cheats panel with an input and the fictional codes NIKOMAX (restore health), PARKER (add $5000), SKYWAY (only report that an aircraft garage is unlocked in a future chapter), FASTCAR (enable fast handling), NIGHTCITY (toggle night), CLEARWANTED (set wanted to zero), and MONEYUP (add
000). Include a New Game/Continue title overlay at startup with a dark translucent rounded card, large white “Gangster Theft Auto” title, yellow “Original 3D action slice” subtitle, fictional-city description, New Game and Continue buttons, and the instruction line “WASD / arrows to move · Shift to run · Space to jump · click to look · F to fire.” New Game dismisses the menu and starts at the beginning; Continue loads the saved state. Support a NIGHTCITY dark blue night mode by changing sky/fog and reducing light intensity. Keep the UI dark translucent glass-like panels with white text, yellow mission accents, red action accents, and responsive mobile layout.

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