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Arcade › Iron Fleet
Click the game above and it runs right here in your browser. No download, no installer, no account needed. tuckerrookstool built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Iron Fleet yet. Play it, then tell tuckerrookstool what you would add next.
Iron Fleet was built by tuckerrookstool 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 Fleet 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 playable Three.js naval shipbuilding and real-time sea-battle game titled “Iron Fleet,” spanning 1900–1950. Use a third-person elevated perspective over a bright blue rolling ocean with light fog, a visible blue sea-range grid, and a small wooden home harbor/dock near the shipyard. Render stylized low-poly warships, using a boat hull asset if available and supplementing it with a colored armored deck, cream bridge, dark cylindrical gun turrets and barrels, and layered gray armor belts. The shipyard preview should sit at the harbor and slowly rotate when not in battle. Start with a full-screen dark navy/blue radial-gradient nation-selection overlay titled IRON FLEET. Show the subtitle: “Pick a navy. Each nation starts with a different doctrine, then you design ships from the dreadnought age through 1950.” Provide four large light-blue buttons in a 2-column grid: Britain (balanced fleet), United States (big steel budget), Japan (fast ships), and Germany (heavy armor). On selection, hide the overlay and initialize the nation’s starting resources/design: Britain starts with 110 steel and H2 G2 A2 E2; United States with 140 steel and H2 G2 A1 E1; Japan with 100 steel and H1 G2 A1 E3; Germany with 105 steel and H2 G2 A3 E1. Apply nation colors: Britain blue, United States green, Japan red, Germany gray. Keep a fixed glassy dark HUD over the 3D scene. At the top show pills for Nation, Year (starting 1900), Steel, Fleet count, and either the current design as H/G/A/E levels or, during combat, player HP, enemy count, and score. At bottom-left provide a Shipyard panel with buttons Hull +10 steel, Guns +10 steel, Armor +10 steel, Engines +10 steel, Launch Ship, Deploy Battle, Campaign Map, and Repair Fleet, plus a status/log message. Upgrades cost 10 steel each, require a clear shipyard, and cannot exceed technology caps: level 4 before 1915, level 6 from 1915, and level 8 from 1935. Launching a ship costs 25 steel and snapshots the current design into a fleet ship named “[Nation] [Year] #[number]”. Compute ship stats exactly from design: HP = 70 + hull*25 + armor*18, gun damage = 12 + guns*10, speed = 5 + engine*1.35. The preview model must update as the design changes. Repair Fleet should be available only with a fleet and at least 15 steel (represent the same shipyard resource-management interaction; retain the visible button and disabled-state logic). The Campaign Map is a full-screen modal opened from the shipyard. Style it as a rounded dark card titled CAMPAIGN MAP with the text “Capture sea zones to earn steel, advance the war year, and unlock harder battles. Green zones are under your control.” Show a stylized blue map panel with abstract green/brown island spots and positioned sector buttons: Home Waters (1900, difficulty 0, reward 0, no enemies), North Sea (1900, difficulty 1, reward 45, 3 enemies), Atlantic Convoy (1905, difficulty 2, reward 60, 4 enemies), Mediterranean (1915, difficulty 3, reward 80, 5 enemies), Pacific Islands (1925, difficulty 4, reward 105, 6 enemies), and 1950 Fleet Action (1945, difficulty 6, reward 160, 8 enemies). Home Waters begins controlled/green; future zones can be locked based on the year/control progression. Include selected highlighting, Back to Shipyard, and Sail Mission controls and campaign information text. Keep campaign state for controlled zones, selected sector, and active sector, but preserve the actual core battle behavior described below. When Deploy Battle is pressed with a fleet, use the selected fleet ship as the player warship, reset its HP to max and place it near the front of the battle area. Spawn an enemy squadron of 2 + current wave red warships at the far end of the ocean, with enemy scale 1 + wave*0.12, HP = 45*waveScale + year*0.08, damage = 8 + wave*4, speed = 3.4 + wave*0.35, and randomized initial reload. Enemies continuously pursue the player; within 28 world units they fire red-orange glowing shell spheres toward the player every roughly 2.3–3.7 seconds. The player ship moves with throttle and turning: WASD or arrow keys, W/up forward, S/down reverse at 65% strength, A/left and D/right turn, with world bounds roughly x -42..42 and z -42..24. Use a smooth elevated follow camera around y=18 and z+28, looking toward the player. Add subtle ship bobbing and a gently oscillating ocean. The player fires the nearest enemy automatically targeted by pressing Space or a large mobile FIRE button. Fire a glowing pale-yellow shell sphere traveling toward the nearest enemy at speed 28, with damage equal to the selected ship’s gun damage and reload time max(0.35, 1.65 - guns*0.08). Enemy shells travel at speed 20 and both shell types expire after about 2.5 seconds. A shell hit occurs at about 1.9 units: reduce target HP, play a heavy impact-bell sound if available, and create a brief splash/explosion made from several colored particles rising and shrinking above the sea. Destroyed enemies are removed, award 100 score and 18 steel. Show hit splashes in warm yellow/orange for friendly hits and red for enemy hits. Victory occurs when all enemies are sunk: leave battle, increment wave, advance year by 5 up to 1950, award steel equal to 35 + new wave*5, and display “Victory! Shipbuilding advances to [year]. Steel captured for your next class.” Defeat occurs when player HP reaches zero: leave battle, remove the selected flagship from the fleet, set game-over state, and display “Your flagship was sunk. Build a stronger class and return to sea.” After battle, restore the rotating shipyard preview. Keep all battle/build buttons disabled during combat, and disable Deploy Battle when the fleet is empty. Include mobile on-screen hold buttons in the lower-right: up, down, left, right arrow controls and a tall FIRE button; bind them to the same movement/fire actions as keyboard controls. Use responsive layout, rounded buttons with light-blue gradients, dark translucent panels, blue borders, shadows, and a clean system sans-serif UI matching the provided screenshot.