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Iron Dawn 2063

  • 3d
  • rts
  • sci-fi
  • mobile
  • campaign
  • tactical
0
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How to play

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

Discussion

Nobody has said anything about Iron Dawn 2063 yet. Play it, then tell Liam Schuldes what you would add next.

Make your own game

Iron Dawn 2063 was built by Liam Schuldes 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 Iron Dawn 2063 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 Iron Dawn 2063

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 mobile-friendly 3D real-time strategy game titled “Iron Dawn 2063.” Use Three.js-style 3D rendering with a dark navy/black space-tech atmosphere, orthographic-looking elevated perspective from a camera above and offset to the southeast, and a large square battlefield approximately 56x56 world units. The ground is a dark teal plane covered by a bright cyan holographic square grid, with soft fog and strong cool cyan lighting/shadows. Keep the camera centered on the player HQ or selected unit and allow it to move by tapping the 128px tactical minimap.

The game is a four-mission campaign (the visible HUD should say M1/4, M2/4, etc.). Each mission starts with a briefing panel showing the title, objective, and briefing text, with buttons for “Play Cutscene” and “Start Now.” The optional cutscene is a dialogue panel with speaker name, dialogue text, and “Next”/“Skip” controls. On victory or defeat, show dialogue followed by a mission-result panel with retry/next-mission/replay options. Missions and objectives: Mission 1 “First Light,” destroy a lone raider HQ and one outpost; Mission 2 “Twin Lanes,” fight through two production outposts and destroy the HQ; Mission 3 “Dawn Breaker,” destroy a hardened HQ with three factories; Mission 4 “Titan Gate,” deploy tanks and destroy a fortress HQ backed by four factories. The enemy HQ must be destroyed to win; if the player HQ is destroyed, the mission fails and can be retried.

Lay out the map with a cyan player base zone in the southwest at about (-17,+14), a red enemy base zone in the northeast at about (+17,-14), two long north/south attack lanes, a central contest lane and central greenish energy field, plus low-cover pylons, ridge walls along the outer north/south edges, and antenna-cliff structures at the west/east sides. The minimap should show these zones and lanes as translucent colored regions. Place yellow energy crates in resource fields around the center; worker drones can harvest them, causing the crate to disappear, adding roughly 28–45 energy, and spawning another crate in the central fields.

Start each mission with a blue player HQ, two small green procedural worker drones, one four-soldier blue infantry squad, a solar array, and mission-dependent starting scout/turret/tank units. Use a large detailed 3D sci-fi building model for the player HQ when available, with a simple cyan/yellow fallback command core if unavailable. Enemy HQs and production outposts should be red/pink glowing sci-fi buildings, using large space-base models where available. Enemy production buildings periodically spawn red faceted raider crawler enemies, and enemy HQs also spawn them. Enemy attack waves become more frequent and larger as missions progress; show a wave counter in the top HUD.

Player unit types and exact roles: worker drone costs 35 energy, is fast, has low health, can harvest crates, and has short-range weak attacks; infantry squad costs 70, visually consists of four tiny blue soldiers with green visors and yellow rifles, fights at range, and damages bases; scout vehicle costs 55, is fast and fragile with modest attack/base damage, and should look like a small cyan hover/space vehicle using a Quaternius spaceship model or simple fallback; tank costs 130, is slow and heavily armored, visually a bulky yellow/gold hover tank with blue turret and cannon, and has strong ranged/base damage. A solar array costs 50 and generates energy continuously. A turret costs 80, is placed near the player HQ, automatically targets nearby raiders or enemy bases, and fires cyan projectiles. New drones, squads, scouts, and tanks appear near the HQ and automatically travel to the current rally point.

Use a bottom build/control bar with eight large touch buttons: “Drone 35⚡,” “Squad 70⚡,” “Scout 55⚡,” “Tank 130⚡,” “Solar 50⚡,” “Turret 80⚡,” “Rally Point,” and “Cancel Mode.” The top HUD should show mission number, energy, player unit count, wave number, and a compact status message. Include a glowing green rally marker (ring and flag) on the ground. Tapping Rally then tapping open ground changes the rally location; Solar and Turret enter placement mode and require tapping an unoccupied snapped grid position near the player HQ. Restrict construction to positions within about 18 units of the HQ and reject blocked/out-of-bounds spots.

Implement pointer/touch controls: tap a friendly unit to select it, then tap ground to move it, tap an enemy to attack it, tap a crate with a worker to harvest it, or tap an enemy base to attack it. Support dragging a translucent cyan screen-space selection rectangle to select multiple units, then tap ground or a target to issue a group order. Units move toward their targets, attack nearby raiders automatically, and attack enemy bases when in range. Use glowing cyan friendly projectiles and red hostile projectiles. Enemy crawlers seek the nearest player unit or building, attack at close range, and grant a small energy reward when destroyed; destroyed enemy outposts grant a larger reward. Player buildings and units should have health-based destruction behavior.

The visual style should match the shown screenshot: clean stylized low-poly/asset-based sci-fi RTS, dark teal holographic grid, vivid cyan grid lines and friendly markers, neon green workers/rally point, yellow crate resources, red enemy threats, a large pale gray/cyan curved or rounded HQ model at center of the view, dramatic soft shadows, no terrain textures, and a black-blue empty background beyond the map. Render the tactical minimap at lower right as a dark square with cyan/green player dots, yellow crate dots, red enemy dots, colored base/lanes, and a white camera-focus dot. Make all HUD overlays readable on mobile, with rounded translucent dark panels, cyan borders, large touch targets, and a dialogue/result UI that pauses gameplay while open.

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