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Arcade › Iron Front
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Asa built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Iron Front yet. Play it, then tell Asa what you would add next.
Iron Front was built by Asa 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 Front 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-based 3D real-time strategy/conquest game titled “IRON FRONT — World Conquest,” built with Three.js. The main world is a large procedurally generated continent map approximately 5500 by 3900 world units: use layered Perlin/fBm noise to form irregular green islands and continents separated by dark blue shallow/deep ocean, with low coastal beaches, grasslands, hills, gray mountains, and snowy peaks. Render a dense triangulated terrain mesh with vertex colors, a transparent blue water plane, soft shadows, atmospheric fog, bright blue sky, directional sun, hemisphere and ambient lighting. Scatter up to roughly 300 low-poly pine trees over suitable land, and place 24 nations around the world with small low-poly headquarters/cities made from houses and commercial buildings, flagpoles, patterned flags, and floating capital-name labels. Connect nearby capitals with faint dark roads. The overall visual style is an overhead/strategic globe-like map viewed from high altitude, with the camera focused on the center and orbitable around the terrain. At launch, show a full-screen dark blue radial-gradient nation selection menu with the title IRON FRONT, subtitle “World Conquest — pick your nation,” a grid of selectable countries with colored swatches and flag-pattern labels, and a disabled “Start Game” button until a nation is chosen. Include these 24 selectable nations and capitals: Germany—Berlin, France—Paris, United Kingdom—London, Italy—Rome, Spain—Madrid, Portugal—Lisbon, Poland—Warsaw, Netherlands—Amsterdam, Belgium—Brussels, Denmark—Copenhagen, Norway—Oslo, Sweden—Stockholm, Finland—Helsinki, Switzerland—Bern, Austria—Vienna, Romania—Bucharest, Hungary—Budapest, Bulgaria—Sofia, Greece—Athens, Yugoslavia—Belgrade, Czechoslovakia—Prague, Ireland—Dublin, Soviet Union—Moscow, Turkey—Ankara. Give each a distinct dark country color and simple solid/horizontal/vertical/cross flag pattern. Starting a game hides the menu and gives the player command of the selected nation; every nation begins with $5,000,000 and a headquarters with 600 HP. Use a fixed HUD over the 3D map. Along the upper left/top, show the game title, current nation, money, number of alive nations, player kills, and an in-game clock. In the lower-left translucent panel show the hovered biome, hover information, total units, and FPS. In the lower-right controls provide a Rain Off/On toggle, a Time speed slider, pause/play button, Build button, and New Game/Reset button. Show a centered instructional hint initially: “Drag to orbit · Right-drag to pan · Scroll to zoom · Select your country, build barracks & tanks, conquer the map.” Use translucent navy panels with light blue borders, rounded corners, pale blue text, and orange/red accents for menu and game-over elements. Core controls: use orbit controls so left-drag orbits, right-drag pans, and scroll zooms, with constrained polar angle and zoom range. Clicking a friendly unit selects it and opens a sidebar card showing its type and HP plus Stop and Hold position controls; then clicking valid land orders it to move there. Clicking a friendly city or building selects it and shows its details. Clicking Build opens a build sidebar. Allow placement only on non-water land near one of the player’s non-destroyed cities (within about 260 units), and deduct costs: Barracks