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, and an input field. On first open print exactly or equivalently: “GRIDLINE CYBER RANGE v0.7”, “Environnement isolé : 10.0.0.0/24”, and “Aucune commande ne quitte le jeu. Tapez « help » pour commencer.” Implement only this safe simulated command set: `help`, `pwd`, `ls`, `whoami`, `cat notes/mission-01.txt`, `ip addr`, `ping` (optionally with a target), `nmap --top-ports 10 <IP>`, and `clear`. `help` lists the commands and advises observing before acting in the authorized lab. `pwd` returns `/home/trainee/cyber-range`; `ls` returns `notes targets tools`; `whoami` returns `trainee (compte pédagogique, privilèges limités)`; `cat notes/mission-01.txt` returns Mission 01 instructions to identify the target, observe exposed ports, and document without modifying the system; `ip addr` returns eth0 10.0.0.42/24 UP and loopback; ping returns a controlled simulated response; nmap reports target 10.0.0.7 with open ports 22/ssh, 80/http, 443/https, and 8080/http-proxy. Make clear that commands do not leave the game. For unsafe-looking commands such as ssh, hydra, msfconsole, or curl, respond that they are blocked and that this training range teaches only non-destructive reconnaissance. Unknown commands should return a bash-style unknown-command message.\n\nUse responsive HTML/CSS over the canvas: dark navy background, cyan highlights, yellow stat values, high-contrast large touch buttons, translucent blurred panels, rounded corners, and monospace terminal styling. The game should be immediately playable without a title screen, should preserve the fixed camera, and should provide only the mechanics and UI described above.\u003c/pre>\n \u003cdiv class=\"row\" style=\"display:flex;gap:8px;padding-bottom:16px\">\n \u003cbutton type=\"button\" class=\"btn primary\" id=\"briefbuild\">Build this\u003c/button>\n \u003cbutton type=\"button\" class=\"btn\" id=\"briefcopy\">Copy the brief\u003c/button>\n \u003c/div>\n\u003c/details>\n\n \u003ch2>More free browser games\u003c/h2>\n\u003cul class=\"grid\">\u003cli>\u003ca href=\"/arcade/cube-colector#play\">\u003cimg src=\"https://cdn.cinevva.com/games/game-mr5hzwwu-b33g/thumbnail-1783117384093.jpg\" alt=\"Cube colector\" loading=\"lazy\" width=\"320\" height=\"200\">\u003cspan>Cube colector\u003c/span>\u003c/a>\u003c/li>\u003cli>\u003ca href=\"/arcade/blackwood#play\">\u003cimg src=\"https://cdn.cinevva.com/games/game-mrkmt4wn-9za4/thumbnail-1784032641020.jpg\" alt=\"Blackwood\" loading=\"lazy\" width=\"320\" height=\"200\">\u003cspan>Blackwood\u003c/span>\u003c/a>\u003c/li>\u003cli>\u003ca href=\"/arcade/pocket-pal-shake#play\">\u003cimg src=\"https://cdn.cinevva.com/games/game-mqzubbna-mmy6/thumbnail-1782775286821.jpg\" alt=\"Pocket Pal Shake\" loading=\"lazy\" width=\"320\" height=\"200\">\u003cspan>Pocket Pal Shake\u003c/span>\u003c/a>\u003c/li>\u003cli>\u003ca href=\"/arcade/deep-space-mining-2#play\">\u003cimg src=\"https://cdn.cinevva.com/games/game-mu1q7r03-ls7w/thumbnail-1789419672015.jpg\" alt=\"Deep Space Mining\" loading=\"lazy\" width=\"320\" height=\"200\">\u003cspan>Deep Space Mining\u003c/span>\u003c/a>\u003c/li>\u003cli>\u003ca href=\"/arcade/dead-line-2#play\">\u003cimg src=\"https://cdn.cinevva.com/games/game-mtszyie0-7kwo/thumbnail-1788891759770.jpg\" alt=\"Dead Line\" loading=\"lazy\" width=\"320\" height=\"200\">\u003cspan>Dead Line\u003c/span>\u003c/a>\u003c/li>\u003cli>\u003ca href=\"/arcade/horizon#play\">\u003cimg src=\"https://cdn.cinevva.com/games/game-mr3oemev-t3lr/thumbnail-1787081993833.jpg\" alt=\"Horizon\" loading=\"lazy\" width=\"320\" height=\"200\">\u003cspan>Horizon\u003c/span>\u003c/a>\u003c/li>\u003c/ul>\n\u003cp>\u003ca href=\"/arcade\">Browse the whole Arcade →\u003c/a>\u003c/p>\n","slug":"gridline-foundry","gameId":"game-mv9wdd0a-klrl","title":"Gridline Foundry","playUrl":"https://game-mv9wdd0a-klrl.cinevva.games/","pageUrl":"https://app.cinevva.com/arcade/gridline-foundry","signedIn":false,"isOwner":false,"userVote":0,"threadSlug":null,"brief":"Rebuild a playable browser game titled “Gridline Foundry,” a French-language industrial automation sandbox with a dark cyberpunk presentation. Use a Three.js-style 3D scene viewed from a fixed elevated orthographic camera looking down at a flat rectangular factory playfield. The ground is nearly black/navy and covered by evenly spaced glowing cyan grid lines; use cool blue atmospheric fog, cyan ambient/edge lighting, soft shadows, and a sparse industrial skyline around the edges. Include large low-poly factory props/buildings at the back/edges: industrial building blocks on the left and right and a coolant tank toward the upper-left/back area. Keep the center and lower playfield open for construction.\n\nOverlay a fixed HUD in French. At the top, show a large translucent nearly-black rounded panel with a thin blue border and subtle cyan glow. Display the cyan title “GRIDLINE FOUNDRY,” subtitle “district 07 / automation sandbox,” and three live statistics: “Crédits 120” initially, “Énergie 100%” initially, and “Flux/min 0” initially, with numeric values highlighted yellow. At the bottom, show a matching translucent tool panel with four large controls: “1 Miner,” “2 Convoyeur,” “3 Assembleur,” and “X Retirer.” The Miner button is selected at startup with bright turquoise fill and glow; the other buttons are dark blue. On smaller screens allow the panel to wrap. Also show a small explanatory panel saying: “Clique une case pour construire. Les minerais sont extraits automatiquement, puis transformés en crédits. Relie les machines avec des convoyeurs pour augmenter le débit.”\n\nThe core mechanic is grid construction by clicking/tapping the ground. Raycast the pointer onto the playfield, round the hit position to the nearest integer grid cell, and place at most one machine per cell. Start with 120 credits. Selecting Miner costs 18 credits, Convoyeur costs 4, and Assembleur costs 28; reject purchases when credits are insufficient with a temporary toast “Crédits insuffisants,” and reject occupied cells with “Case occupée.” Render miners and assemblers as small glowing low-poly cylindrical pads with a short vertical mast, colored orange for miners and purple for assemblers. Render conveyors as slim cyan glowing rectangular belt pieces. Machines should sit on the grid and subtly animate/rotate over time. Newly placed machines can begin with a randomized progress value, but do not add a player character or combat.\n\nSimulation rules: count all placed miners, conveyors, and assemblers. Compute live production as `min(miners * 4, (belts + 1) * 2 rounded down) + assemblers * 3`, displayed as Flux/min. Increase credits continuously at `rate * deltaTime * 0.18`. Drain energy continuously by `(miners * 0.018 + assemblers * 0.035) * deltaTime`; conveyors do not drain energy. Display energy as a whole-number percentage. When energy drops below 12, immediately reset it to 100 and show the temporary toast “Réseau rechargé.” Keep the HUD updating continuously. Removing mode is selected by “X Retirer” or keyboard X; clicking a cell with a machine removes it, refunds 2 credits for a conveyor, 9 for a miner, or 14 for an assembler, and shows “Équipement recyclé.” Keyboard shortcuts 1, 2, and 3 select the corresponding construction tools. Clicking empty space while removing does nothing.\n\nAdd a separate optional training terminal opened by the “⌘ Terminal” button in the bottom tool bar. It should appear as a centered modal over the game with the same dark translucent blue/cyan styling, rounded border, and a close button labeled “Fermer.” Header text: “CYBER RANGE / TERMINAL DE FORMATION.” Show a black terminal area with green monospace output, a prompt `trainee@gridline:~
Arcade › Gridline Foundry
Click the game above and it runs right here in your browser. No download, no installer, no account needed. AMROD MIRIEL built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Gridline Foundry yet. Play it, then tell AMROD MIRIEL what you would add next.
Gridline Foundry was built by AMROD MIRIEL 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 Gridline Foundry 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.
Rebuild a playable browser game titled “Gridline Foundry,” a French-language industrial automation sandbox with a dark cyberpunk presentation. Use a Three.js-style 3D scene viewed from a fixed elevated orthographic camera looking down at a flat rectangular factory playfield. The ground is nearly black/navy and covered by evenly spaced glowing cyan grid lines; use cool blue atmospheric fog, cyan ambient/edge lighting, soft shadows, and a sparse industrial skyline around the edges. Include large low-poly factory props/buildings at the back/edges: industrial building blocks on the left and right and a coolant tank toward the upper-left/back area. Keep the center and lower playfield open for construction.
Overlay a fixed HUD in French. At the top, show a large translucent nearly-black rounded panel with a thin blue border and subtle cyan glow. Display the cyan title “GRIDLINE FOUNDRY,” subtitle “district 07 / automation sandbox,” and three live statistics: “Crédits 120” initially, “Énergie 100%” initially, and “Flux/min 0” initially, with numeric values highlighted yellow. At the bottom, show a matching translucent tool panel with four large controls: “1 Miner,” “2 Convoyeur,” “3 Assembleur,” and “X Retirer.” The Miner button is selected at startup with bright turquoise fill and glow; the other buttons are dark blue. On smaller screens allow the panel to wrap. Also show a small explanatory panel saying: “Clique une case pour construire. Les minerais sont extraits automatiquement, puis transformés en crédits. Relie les machines avec des convoyeurs pour augmenter le débit.”
The core mechanic is grid construction by clicking/tapping the ground. Raycast the pointer onto the playfield, round the hit position to the nearest integer grid cell, and place at most one machine per cell. Start with 120 credits. Selecting Miner costs 18 credits, Convoyeur costs 4, and Assembleur costs 28; reject purchases when credits are insufficient with a temporary toast “Crédits insuffisants,” and reject occupied cells with “Case occupée.” Render miners and assemblers as small glowing low-poly cylindrical pads with a short vertical mast, colored orange for miners and purple for assemblers. Render conveyors as slim cyan glowing rectangular belt pieces. Machines should sit on the grid and subtly animate/rotate over time. Newly placed machines can begin with a randomized progress value, but do not add a player character or combat.
Simulation rules: count all placed miners, conveyors, and assemblers. Compute live production as `min(miners * 4, (belts + 1) * 2 rounded down) + assemblers * 3`, displayed as Flux/min. Increase credits continuously at `rate * deltaTime * 0.18`. Drain energy continuously by `(miners * 0.018 + assemblers * 0.035) * deltaTime`; conveyors do not drain energy. Display energy as a whole-number percentage. When energy drops below 12, immediately reset it to 100 and show the temporary toast “Réseau rechargé.” Keep the HUD updating continuously. Removing mode is selected by “X Retirer” or keyboard X; clicking a cell with a machine removes it, refunds 2 credits for a conveyor, 9 for a miner, or 14 for an assembler, and shows “Équipement recyclé.” Keyboard shortcuts 1, 2, and 3 select the corresponding construction tools. Clicking empty space while removing does nothing.
Add a separate optional training terminal opened by the “⌘ Terminal” button in the bottom tool bar. It should appear as a centered modal over the game with the same dark translucent blue/cyan styling, rounded border, and a close button labeled “Fermer.” Header text: “CYBER RANGE / TERMINAL DE FORMATION.” Show a black terminal area with green monospace output, a prompt `trainee@gridline:~
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Skip to content , and an input field. On first open print exactly or equivalently: “GRIDLINE CYBER RANGE v0.7”, “Environnement isolé : 10.0.0.0/24”, and “Aucune commande ne quitte le jeu. Tapez « help » pour commencer.” Implement only this safe simulated command set: `help`, `pwd`, `ls`, `whoami`, `cat notes/mission-01.txt`, `ip addr`, `ping` (optionally with a target), `nmap --top-ports 10 <IP>`, and `clear`. `help` lists the commands and advises observing before acting in the authorized lab. `pwd` returns `/home/trainee/cyber-range`; `ls` returns `notes targets tools`; `whoami` returns `trainee (compte pédagogique, privilèges limités)`; `cat notes/mission-01.txt` returns Mission 01 instructions to identify the target, observe exposed ports, and document without modifying the system; `ip addr` returns eth0 10.0.0.42/24 UP and loopback; ping returns a controlled simulated response; nmap reports target 10.0.0.7 with open ports 22/ssh, 80/http, 443/https, and 8080/http-proxy. Make clear that commands do not leave the game. For unsafe-looking commands such as ssh, hydra, msfconsole, or curl, respond that they are blocked and that this training range teaches only non-destructive reconnaissance. Unknown commands should return a bash-style unknown-command message.
Use responsive HTML/CSS over the canvas: dark navy background, cyan highlights, yellow stat values, high-contrast large touch buttons, translucent blurred panels, rounded corners, and monospace terminal styling. The game should be immediately playable without a title screen, should preserve the fixed camera, and should provide only the mechanics and UI described above.
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