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Arcade › Idle Adventurer
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Test built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Idle Adventurer yet. Play it, then tell Test what you would add next.
Idle Adventurer was built by Test 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 Idle Adventurer 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 minimal Three.js browser experience titled "Idle Adventurer". Render a simple 3D scene with a large 20-by-20 flat green ground plane (Lambert material, approximately #4a7c3e) laid horizontally at y=0, receiving shadows, under a mostly black background/sky. Add a Quaternius-style low-poly humanoid adventurer by loading the Adventurer.glb model from https://cdn.cinevva.com/assets/packs/quaternius/ultimate-modular-men/Adventurer.glb. Place the character at the world origin on the ground, make its meshes cast and receive shadows, and play its "Idle" animation (fall back to the first animation clip if an exact Idle clip is unavailable), so the character remains standing and subtly animating rather than walking or fighting. Use a perspective camera with a 75-degree field of view, near/far clipping planes of 0.1 and 1000, initially positioned at (0, 1.8, 4) and aimed at (0, 1, 0), showing the adventurer from a front, slightly elevated view. Add medium gray ambient light (#666666) and a white directional light at (5, 10, 5) with shadows enabled and 1024-by-1024 shadow maps. Enable antialiasing, capped device pixel ratio of 2, and renderer shadow maps. Provide orbit-camera interaction using Three.js OrbitControls: the user can drag to orbit around the idle adventurer and scroll to zoom, with damping enabled (factor 0.05), minimum distance 1, maximum distance 10, and maximum polar angle just under 90 degrees to prevent going below the ground. Continuously update the animation mixer and controls each frame and render the scene; resize the camera and renderer with the browser window. There is no combat, movement, inventory, score, enemies, HUD, buttons, or other gameplay system—this is an interactive idle character viewer focused on inspecting the standing adventurer. Keep the page fullscreen with no margins, hidden overflow, and a black body background.