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Harbor Heist

  • 3d
  • third-person
  • crime-action
  • open-world
  • driving
  • shooting
  • missions
  • sandbox
0
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About Harbor Heist

Like GTA

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Marco Mutu built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Harbor Heist yet. Play it, then tell Marco Mutu what you would add next.

Make your own game

Harbor Heist was built by Marco Mutu 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 Harbor Heist 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 Harbor Heist

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 playable 3D third-person crime-action sandbox titled “Harbor Heist,” with a compact modern harbor city and a four-mission story chain. Use a stylized low-poly/asset-kit visual style: gray-blue ground and roads, clean Kenney-style commercial buildings, simple animated character models, sedan/taxi/police-car vehicles, and a small sci-fi pistol. Render in a bright overcast daytime atmosphere with a pale blue sky, soft shadows, light fog, and dark blue harbor water surrounding the city perimeter. Begin with a dark navy loading screen/card centered on screen showing “Harbor Heist” and loading progress text, then enter the game.

World and camera: Build a square city roughly 156 by 156 world units, bounded by an impassable edge, with three north-south roads at x=-36, 0, and 36 and three east-west roads at z=-36, 0, and 36. Roads are dark asphalt with regularly spaced short pale lane dashes and broad light-gray sidewalks. Scatter a compact set of tall skyscrapers and smaller commercial buildings between the roads, including dense blocks around the north, east, west, and central areas. Place a raised gray dock yard in the southeast at about (54,-42), and blue harbor water outside the city. Use a smooth third-person follow camera behind the player, with a centered crosshair. The player is a casual male animated character carrying a small pistol, with idle, walk, run, jump/fall, and one-handed shooting animations. On foot, WASD or arrow keys move, Shift sprints, Space jumps, the mouse aims/looks, and left click fires. E interacts. Mouse movement should support camera aiming/look, with pointer lock after clicking the game.

Vehicles and wanted system: Place several ambient taxis and sedans around the road network. Walking near one shows a prompt to press E to hijack/enter it; entering a non-police vehicle raises wanted by 18 and marks it stolen. While driving, hide the player avatar and use a third-person chase camera. WASD/arrows accelerate, reverse, and steer; Space is a handbrake. Cars move faster on roads than off-road, collide with buildings, city boundaries, and other vehicles, and can damage the player on hard collisions. E exits on foot beside the car. Support taxis, sedans, and police cruisers. Shooting on foot is hitscan from the centered reticle, represented by brief tracer lines; each shot has a short cooldown and adds 10 wanted. A visible wanted percentage meter should attract up to two pursuing police cars when above zero. Police cars chase the player, damage them on close contact, and raise wanted further; wanted gradually decreases when police are not close and police units disappear once wanted reaches zero. Health starts at 100 and is shown as a bar; if health reaches zero during a mission, fail it, while outside missions respawn at the safehouse, remove 
00 if possible, restore health, and clear wanted. Districts and markers: Mark four districts with glowing colored poles/orbs: green SAFEHOUSE in the southwest at approximately (-58,58), amber DOWNTOWN in the northeast at (58,58), blue POLICE LOT in the northwest at (-58,-58), and red DOCKS in the southeast at (58,-58). The current story mission begins at a large glowing circular ring and translucent vertical beam at the appropriate district. Show a contextual bottom-center interaction prompt such as “Press E to start Taxi Run,” “Press E to hijack taxi/sedan,” or “Press E to exit vehicle.” HUD: Use translucent dark glass-like panels over the game. At top left show Cash, Health with a colored bar, and Wanted with a colored bar. Beside them show a Story Mission panel containing mission title, objective text, a blue/cyan progress bar, mission number out of 4, reward, and remaining time when active. Show brief centered toast messages for mission starts, pickups, completions, failures, entering/exiting vehicles, and story completion. Keep a small white crosshair at screen center, dimming it while driving. Include a controls panel explaining “WASD move / drive,” “Mouse look / aim,” “Left click fire,” “E interact / enter car,” “Shift sprint,” and “Space jump / handbrake.” Mission progression: Only the current mission marker is visible; begin at mission 1 and unlock the next marker after completion. Reset health at mission start. Completing a mission pays its listed reward, advances the story, and reduces wanted. Failing removes the active mission and resets the player near that mission’s district marker with full health and zero wanted. After all four, show “Story Complete” and a message that the full mission set is cleared, while allowing continued free roam. Mission 1 — Taxi Run: At the green safehouse marker, press E to start. Spawn a marked taxi near the safehouse. Objective: enter that taxi and drive through three glowing green drop checkpoints in order before 85 seconds expire. Checkpoints are on the road network near (-4,52), (40,2), and (8,-50), each completing when the mission taxi gets close. Display progress as drops completed out of 3. Reward
50. Fail if time expires or the mission taxi is wrecked. Mission 2 — Courier Cutoff: Start at the amber downtown marker. Spawn a marked sedan near (48,52) for the player and an escaping taxi courier near (48,8). The courier follows a fixed route down the east road, west across the southern road, and back north toward the western side, with a 70-second limit. Add initial police pressure/wanted. The player must enter the marked sedan and chase the courier; getting the player’s current position within roughly six units of the courier completes the mission. If the timer expires or the courier reaches the end of its route, fail. Reward $400. Mission 3 — Heat Run: Start at the blue police-lot marker. Place a dark evidence case with a glowing blue ring near (-46,-44), with a 75-second timer. First objective is to reach and collect the case on foot or in a vehicle. On pickup, hide the case, set wanted to a very high level (about 92%), and show a blue safehouse objective ring at the southwest safehouse. Objective becomes: break police line of sight, clear all wanted, then reach the safehouse. Wanted only drains after being away from police for several seconds; once wanted is zero, reaching the safehouse completes the mission. Reward $550. Fail on timer expiration. Mission 4 — Dock Shootout: Start at the red docks marker with a 95-second timer. Spawn four armed dock guards around the raised southeast dock yard, using blue-soldier/police-like animated characters. Guards face and approach the player at short range, fire ranged tracer attacks inside about 24 units, and deal periodic damage. The player must shoot and eliminate all four guards using the pistol; show mission progress based on guards remaining. Start with roughly 55% wanted. Once all guards are dead, reveal a blue escape ring at the southwest safehouse. The player must escape there alive to complete the mission for $700. Health failure or timer expiration fails the mission. When this final mission is complete, show “Story Complete,” award the money, and keep the player in the open city for free roaming.

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