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Arcade › Harborlight
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Yusuf Abubakar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Harborlight yet. Play it, then tell Yusuf Abubakar what you would add next.
Harborlight was built by Yusuf Abubakar 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 Harborlight 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 third-person 3D exploration and light driving game titled “Harborlight // First Shift,” set in a stylized low-poly coastal city. Use Three.js-style real-time 3D rendering with a perspective camera following the player from behind at about 7 units distance. The scene should have a muted blue-gray daytime sky with atmospheric fog, soft shadows, and lighting that gradually changes between daylight and a dark navy night sky as the in-game clock advances. Keep the visual style simple and game-like: blocky colored buildings, dark asphalt roads, pale curbs, a gray-green ground plane, teal water at a waterfront, tan park paths, and a few low-poly trees. Add a compact suburban-city layout: a broad north-south road crossing a broad east-west road, smaller side roads, rectangular building blocks around them, a waterfront area toward the far southeast/east side, and a park area with repeated pale paths toward the south/west. Include several simple animated pedestrian NPCs who slowly wander in small loops around fixed home positions. The playable character is a small stylized humanoid loaded from a low-poly character model. Start the player near the center of town at approximately (0, 0, 10), with a teal taxi parked nearby around (2, 0, 4). The player can walk and jump in third-person using WASD or arrow keys, with Shift available as a sprint control in the on-screen legend, and Space to jump. Use animated idle/walk/jump character states where available. The taxi is a low-poly vehicle and can be entered when the player is within roughly 4 units: press E or the on-screen Interact button. When inside, hide the character, drive the taxi with WASD/arrow keys, steer left/right, move forward/backward, and use a closer vehicle-follow camera positioned above and behind the car. Clamp the taxi to the city bounds. Press E or R to exit and place the character beside the vehicle. Show an animated glowing teal circular/cylindrical mission marker near the taxi, rotating and bobbing above the ground. Implement the simple mission progression exactly as follows. Initial objective: “Walk to the teal-marked taxi and press E to inspect it.” Entering the taxi changes the objective to “Drive to the harbor waypoint — follow the glowing marker.” The Advance button or M key progresses the mission: from step 0 it repeats the initial taxi objective; from step 1 award50 and +1 reputation and show “A courier left a sealed case by the waterfront. Find it near the park.”; from step 2 award $300 and +2 reputation and show “New lead: visit the workshop district and meet Mara.”; after that show “Free roam: explore Harborlight, earn cash, and watch for new leads.” There is an interaction/contact area near approximately (-25, 0, 4), labeled as a workshop lead; interacting there advances the same mission sequence. Interacting away from the taxi or workshop lead should increase an alert/wanted value up to 3 and show the message “You rattled the wrong door. Keep moving before security notices.” Do not add combat, police chases, inventory, or additional mission systems that are not present. Build a dark translucent glass-like HUD over the game. At the upper left show the title “HARBORLIGHT // FIRST SHIFT,” starting money “$850,” a status line with the current time, weather, and reputation, and an alert line initially reading “Alert: none.” At the lower left show a panel titled “OPENING LEAD” and the current objective. At the lower right show a circular minimap with a very dark background, simple road/water strokes, and a bright teal dot representing the player or taxi. At the upper right on desktop show a controls legend: “WASD / arrows move · Shift sprint · Space jump” and “E interact · R exit vehicle.” At the bottom/right show three large rounded dark-blue buttons labeled “Interact,” “Advance,” and “Weather.” The Interact button must perform the same action as E, and Advance must perform the same action as M. On narrow/mobile screens, hide the controls legend, reduce the minimap size, and keep the large touch-friendly buttons visible. When close enough to the taxi or workshop lead, display a centered contextual prompt such as “E · Enter teal taxi,” “E · Inspect workshop lead,” or, while driving, “E / R · Exit vehicle.” Track and display money, reputation, wanted/alert level, mission step, time of day, and weather state. Start at 08:30-ish, with money 850, reputation 0, clear weather, and no alert. Advance time continuously so the status clock updates and the sun/sky/fog respond to the daylight level. Preserve the restrained coastal palette: teal/cyan accents for objectives and water, pale blue-gray atmosphere, charcoal roads, dark translucent HUD panels, warm cream mission heading, and white text. Ensure the game is playable with keyboard and touch controls, and make the initial presentation show the 3D world behind the HUD rather than a menu-only screen.More free browser games