Appearance
Arcade › Horizon Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jake built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Horizon Drift yet. Play it, then tell Jake what you would add next.
Horizon Drift was built by Jake 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 Horizon Drift 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 3D open-world driving exploration game titled “Horizon Drift,” using Three.js or an equivalent WebGL engine and no build step. The game should open with a dark navy, modern glassmorphism start overlay centered on screen: large white “Horizon Drift” title, the subtitle “A calm open-road driving prototype — explore, collect viewpoints, tune your car, and take photos at your own pace,” a gradient blue-purple “Start Road Trip” button, and the hint “WASD / arrows drive · C camera · P photo · M menu.” Behind it, show the rendered world and HUD; the initial top HUD displays Credits ₡ 0, Location Meadow Coast, and a Menu button. Hide the overlay after starting and begin calm looping background music after the first user gesture. Build a large bounded stylized 3D world approximately 420 by 420 world units, viewed from a smooth third-person chase camera by default. The player drives a loaded low-poly car over a flat green terrain, with a first-person camera available by pressing C or the on-screen Switch Camera button. In third person, keep the camera elevated behind the car and looking ahead; in first person, place it just above/in front of the vehicle. Use soft shadows, atmospheric exponential fog, a bright stylized sky, directional sun, clouds, and a gradually animated day/night lighting and sky-color cycle. Include moving clouds, simple flying white birds, small rabbits, and simple deer as ambient wildlife. Add distant low-poly mountain cones around the perimeter. Organize the landscape into visibly distinct stylized regions: Pine Forest in the northwest with many pine trees; Sunset Desert in the northeast with sand and cacti; Meadow Coast in the southwest/start area with green meadow, beach sand and palms; Lake District in the southeast with a translucent blue lake; and a central Mountain Pass with gray rocks. Include a winding blue river crossing the world, a small town of low-poly commercial buildings near the beach/coast, a dark blue garage building, a stone bridge, and scattered collision-enabled trees, rocks, cacti, town buildings, props, and garage. Keep the world free-roam rather than requiring races or combat. Lay out roads as a dark paved outer circular/coastal loop and an inner scenic circular road, both with pale center dashes, plus brown dirt trails through the desert, mountain pass, and beach. Driving should support acceleration, reverse, steering, braking, off-road drag, and a little slippery steering in rain. WASD and arrow keys control forward/back/left/right, Space brakes, and mobile/touch controls should provide a four-direction d-pad plus Brake and Photo buttons. Use smooth vehicle physics: different cars have different speed, acceleration, turning, grip, and health, with a visible speed in km/h. Clamp the car inside the world, prevent it from phasing through obstacles using swept collision checks, bounce/reposition it on impact, reduce health on harder collisions, and restore it at the garage if health reaches zero. Award a small amount of credits for driving distance. Provide five garage vehicle categories: Sports Car (fast/nimble), Classic Cruiser (slower soft handling; it can reuse the sports-car model), SUV (stable on dirt), Truck (heavy and durable), and Electric GT (fast with instant torque; it can reuse the sports model). Let the player select among them in a Garage menu. Include seven paint swatches (red, blue, yellow, green, white, dark, purple), a cycling wheel-style customization button with three styles represented in the vehicle stats, engine upgrades up to level 5 purchased with credits, and a toggleable calm circular decal visible on the car. Show vehicle statistics including speed, acceleration, grip, engine level, paint, wheel style, and decal state. Use low-poly Kenney-style car, nature, rock, bridge, cactus, and commercial-building assets where available, with simple colored fallback geometry if an asset fails. Make exploration rewards the main objective. Place six glowing rotating ring viewpoint markers: Sunset Dune Viewpoint at the desert edge, Still Lake Lookout, Pine Grove Scenic Spot, Quiet Beach Route, Cloudline Pass, and Harbor Town Landmark. When the car comes within roughly 7 world units of a marker, hide/collect it, add its individual reward (90–145 credits), display a toast such as “Still Lake Lookout discovered +₡110,” play a chime, and unlock achievements: “First Viewpoint” for the first discovery, “Scenic Wanderer” after at least three, “Sunday Driver” after 1500 distance, “Long Road Calm” after 5000 distance, and “Daily Cruiser” for claiming the daily reward. Include four cyan visual optional race checkpoint rings, but do not implement full race timing or checkpoint logic. The persistent HUD should be clean, sparse, and glass-styled. At top-left show Credits and the calculated current biome/location. At bottom-right show a rounded speed panel with a horizontal dark speed arc/track, large numeric speed, “KM/H,” and a multicolor gradient health bar labeled Health. At bottom-left show a GPS panel whose text names the nearest uncollected viewpoint and distance, or says “All viewpoints found — cruise anywhere”; at the start it can say “Free roam — find scenic viewpoints.” Show a canvas minimap at the right/side of the screen with colored biome circles, both circular roads, the river, viewpoint dots, and a white triangular player marker. Display temporary achievement/discovery/collision toasts. On mobile, keep touch controls visible. Add a Menu opened by the HUD Menu button or M. It should be a glass panel with Garage, Map, Switch Camera, Change Weather, Daily Reward, and Settings controls plus the current Vehicle Stats card. The Garage shows vehicle cards, paint swatches, wheel customization, engine upgrade, and decal controls. The Map shows a larger map with biomes, roads, river, player, and viewpoint markers and explanatory text that driving close collects markers. The Settings panel includes music volume, an Auto-save progress checkbox, and text explaining that online 20-player multiplayer/anti-exploit needs a backend; include only the local prototype’s visible ghost-car concept. Add Change Weather cycling through clear, rain, and mist: clear has blue sky and normal fog/GPS text, rain changes the sky/fog and slightly reduces steering grip, and mist increases fog with a “Morning mist drifting through the hills” message. Add Photo Mode toggled by P or the Photo button. Pause driving while active and show a compact glass “Photo Mode” HUD with Clean, Sunset, Rain, Mono, and Exit options. The filters should apply warm, cool, or monochrome screen treatments. Include a translucent cyan ghost car placeholder that moves in a slow loop around the world to suggest future multiplayer, but do not implement networking. Save credits, selected vehicle, paint, wheel style, engine level, decal setting, discovered viewpoints, achievements, daily-claim date, distance, and player position/health locally in localStorage and restore them on reload. The final visual style should be peaceful, polished, low-poly scenic driving with dark navy glass UI, white typography, rounded panels, subtle borders, and blue/purple gradient buttons rather than combat, enemies, mandatory races, or multiplayer servers.