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Arcade › Greyhaven
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aishvarya Vanjari built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Greyhaven yet. Play it, then tell Aishvarya Vanjari what you would add next.
Greyhaven was built by Aishvarya Vanjari 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 Greyhaven 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 browser-playable third-person 3D exploration game titled “Greyhaven.” The player controls a single medieval warrior/knight in a quiet stylized medieval frontier village, with the objective text “Explore the old keep.” Use a perspective third-person camera following behind the player at about 6 units distance, with mouse/touch drag to look around. Support WASD and arrow keys for walking, Shift for faster running, and Space for jumping; on touch devices provide an on-screen look/control area consistent with the visible circular touch ring. There is no combat, inventory, enemy AI, scoring, health, or win-state: the core activity is freely walking and jumping around the environment and approaching the keep. Build the scene with a muted low-poly, game-asset style and late-afternoon lighting. Set a cool gray-blue sky/background with matching distance fog, visible soft shadows, and warm sunlight from the upper-left/front. Cover the world in a large dark desaturated green meadow plane. Lay a straight tan-gray road/path approximately 5.3 units wide running from the foreground toward the keep; place the keep courtyard as a broad circular gray-brown paved area at the far end of the road. At the back of the scene construct an old rectangular stone castle keep enclosure from repeated pale sandstone/beige crenellated wall segments. The enclosure should run roughly from x=-7 to x=7 and z=-12 to z=-2, with regularly spaced wall sections on the front and rear edges and side walls. Put a larger half-tower/corner piece at each of the four corners, topped with stacked tower base, cylindrical/hexagonal middle, and pointed blue-gray roof pieces. The towers should be visibly taller than the walls and establish the keep silhouette. Use four corner towers at approximately (-8,-13), (8,-13), (8,-1), and (-8,-1), with the repeated wall pieces forming the perimeter between them. Keep the walls open-looking enough that the player can see the castle structure from the approach. Add a simple village around the approach: a red-canopied market stall on the left side of the road near x=-3,z=3 and a green-canopied stall on the right near x=3,z=5. Place several stylized low-poly trees around the distant meadow edges, including positions broadly corresponding to (-13,-4), (13,0), (-16,8), (15,11), (-12,14), (11,17), (-18,-14), and (18,-16). At the near end of the road, around z=8, place a prominent stone village well: a low gray polygonal cylindrical stone base, two dark brown vertical wooden posts, and a small dark-brown four-sided pitched/conical roof. The player begins behind the well in the foreground at approximately (0,0,13), facing toward the keep; the well should initially occupy the center of the view and partially frame the castle approach. Use a low-poly warrior model with idle and walking animation clips; play idle while stationary and switch to walk while moving. The character casts a shadow. Add a fixed HTML-style HUD over the canvas. In the upper-left show a dark translucent charcoal panel with a thin muted-gold border and subtle shadow, containing gold uppercase/spaced text “GREYHAVEN” and large light text “Explore the old keep.” In the upper-right show small subdued gray monospace text “MEDIEVAL FRONTIER · 1347.” At the bottom center show a dark translucent rounded rectangular hint panel reading exactly “WASD / arrows to walk · Shift to run · Space to jump · drag to look” in light gray serif text. Keep the HUD non-invasive and responsive on narrow/mobile screens: reduce panel margins and hint size as needed. Use a 55-degree perspective camera, antialiasing, soft PCF shadows, ACES-style tone mapping, and responsive resizing to fill the browser viewport.