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Iron Front

  • 3d
  • tank
  • combat
  • arcade
  • low-poly
  • military
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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. Caleb Rose built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Iron Front yet. Play it, then tell Caleb Rose what you would add next.

Make your own game

Iron Front was built by Caleb Rose 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.

Read the build brief for Iron Front

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 tank combat game titled "Iron Front". Use a Three.js-style real-time 3D scene with a third-person exterior camera as the default: the camera follows behind and above a green M4A3 Sherman tank, looking toward the tank and the battlefield ahead. The camera can be rotated by dragging the mouse; provide three camera modes cycled with V or the VIEW button: EXTERIOR (trailing elevated view), GUNNER SIGHT (near first-person position with a centered crosshair), and COMMANDER (higher near-turret view). Keep the camera perspective wide enough to show a substantial battlefield and use soft shadows, fog, and a muted cinematic daylight atmosphere with subtle changing light over time.

The playable vehicle is a blocky, low-poly olive-green M4A3 Sherman assembled from simple primitives: a rectangular armored hull, sloped front glacis, separate dark side armor plates and mudguards, two dark rubber tracks with rows of visible road wheels and tread blocks, a rotating-looking turret, cupola, long dark cannon barrel, mantlet, hatch, stowage box, tan camouflage panel, coaxial gun, antenna, exhaust, grille, and small brass-colored rivets/bolts. Place it initially on a broad road around the front-center of the map, facing into the battlefield. Drive it with W/S or Up/Down for forward/reverse and A/D or Left/Right for steering/turning; Shift makes movement faster. Movement is tank-like but simple: the vehicle moves in the camera-relative horizontal direction and rotates to face its travel direction.

Build a Normandy-inspired low-poly battlefield on a large flat green ground plane. Include a long gray-brown road running through the center, irregular muddy and sandy terrain patches, trenches with tan sandbag rows, scattered low concrete ruined walls and debris, a wooden bridge at the far end with repeated planks and side rails, a few sparse low-poly trees, and a short line of simple fence pieces. Use olive green, mud brown, gray concrete, tan sand, dark rubber, and subdued military colors. The scene should have a gray-green sky/background and atmospheric fog that obscures the distance. Lighting should be warm directional sunlight plus cool ambient/rim light, with shadows from tanks and scenery.

Place exactly three hostile tanks around the battlefield: a red/brown PzKpfw IV toward the left rear, a red/brown Tiger I farther toward the right rear, and a red/brown StuG III toward the right/mid field. They may use the same deliberately stylized block-built tank construction as the Sherman, differentiated by names and red color. Enemies automatically turn toward the player, move toward the player when farther than 22 world units, and fire automatically when within 70 units on a cooldown. Give every tank 100 health. The player's armor-piercing ammunition starts at 12 rounds; pressing Space or holding the FIRE touch button fires a cannon shot if not reloading. A shot should originate at the tank's cannon, travel forward, and damage the first other tank it reaches for 34 health. Show a brief orange/yellow impact flash on impacts and a larger orange explosion when a tank is destroyed. Destroyed enemy tanks disappear and award 100 XP; hostile shells can damage the player as well. Do not add weapons, pickups, missions, multiplayer, or mechanics not described here.

Implement reloading with R or the LOAD button: if the magazine is not full, display a loading state for 1.5 seconds and then restore ammunition to 12. Prevent firing while empty or reloading. If the player reaches zero health, hide the Sherman and display a destroyed/disabled state; allow reset with T to restore the Sherman to its starting position, restore 100 health and 12 ammo, and clear the score. The basic combat goal implied by the interface is to survive and destroy the three hostiles, with no separate level-completion screen.

Overlay the game with a fixed, translucent dark military HUD. At top left show a panel with the title "IRON FRONT" in spaced warm cream lettering and the line "SECTOR: NORMANDY — OBJECTIVE ALPHA". At top right show a telemetry panel with the current camera label (VIEW: EXTERIOR, VIEW: GUNNER SIGHT, or VIEW: COMMANDER), "AMMO: [number] AP", and "HOSTILES: [remaining count]". In the lower left show "HULL INTEGRITY [percentage]%", a dark horizontal hull bar filled gold according to health, and a status line initially reading "M4A3 SHERMAN — CREW READY"; change it to a loading message during reload and an XP/objective-pressure message after scoring, and to a destroyed message when the player dies. In gunner and commander views display a simple white centered crosshair; hide it in exterior view. In the lower right provide bordered dark buttons labeled VIEW, FIRE, and LOAD for mouse/touch play. Include a small bottom hint on desktop reading "WASD drive · mouse drag look · SPACE fire · V camera · R reload" and hide that hint on narrow mobile screens. Make the layout responsive, with touch-and-hold controls for driving/fire/reload where applicable, while retaining keyboard and mouse controls. Use crisp sans-serif text, thin tan borders, translucent panels, and a grounded military command-interface aesthetic.

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