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Arcade › Iron Skies
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Max Beznosov built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Iron Skies yet. Play it, then tell Max Beznosov what you would add next.
Iron Skies was built by Max Beznosov 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 Skies 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-playable 3D arcade combat game titled “Iron Skies,” built with a lightweight Three.js-style renderer and no external art assets. The game takes place in a bounded square battlefield viewed from a smooth third-person chase camera. Use a twilight blue-to-warm horizon sky with fog, a large muted green ground plane, soft shadows, and stylized low-poly materials with slightly metallic military surfaces. Add a dark runway/airstrip running along the center of the arena, with repeated yellow rectangular center stripes. Scatter rows of flattened tan sandbag obstacles across the forward half of the field, several large rounded dark gray rocks, and glowing orange-red perimeter beacon posts along both side edges. Lighting should feel like a warm sunset key light plus cool blue fill/rim light. The player starts in Tank mode at ground position near the front/south end of the runway, facing toward the enemy side. Model the tank from simple primitives: an olive-green rectangular armored hull, dark side tracks with small wheel details, a raised circular turret, a small cyan/glass cupola, a long dark cannon barrel pointing forward, and a thin antenna. Tank movement uses WASD (or the on-screen directional buttons) at a steady speed, with diagonal movement normalized, and is constrained to the arena bounds. The tank rotates to face its movement direction. Mouse dragging on the rendered game view adjusts the aim direction; show a small pale cyan crosshair at the screen center. Holding Space or the on-screen Fire button shoots glowing yellow spherical tank shells in the aimed horizontal direction. Tank fire has a short cooldown, projectiles travel quickly and disappear after a limited lifetime, and hits create a brief expanding orange impact flash. Populate the enemy side with seven stationary low-poly ground turrets: each has a dark reddish-brown cylindrical base and a red rectangular top/cannon assembly. Place them in a loose grid toward the far end of the runway. Each ground turret requires three hits and awards 150 points when destroyed. They should rotate toward the tank and, while the tank is within a limited range, periodically reduce the player hull by small chunks; do not add visible enemy projectiles unless implementing exactly this simple proximity-based damage behavior. Also add three airborne enemy planes in the distance: use the same simple plane construction described below, scale them down, and place them at height. They slowly move forward toward the player and wrap back to the far side after crossing the arena, with a gentle side-to-side oscillation. Each takes two hits and awards 250 points when destroyed. The HUD should begin with 10 visible targets total (7 turrets + 3 planes), and destroyed enemies disappear rather than respawn until Reset. Provide a second selectable Plane mode via a “Plane 2” button or keyboard key 2. Hide the tank and show the player aircraft at elevated height, initially near the player side. Build the plane from primitives: a blue-gray central fuselage, pointed blue nose, small cyan glass cockpit, broad red wings, red tailplane, blue vertical fin, and two small glowing yellow engine details. Plane controls remain WASD but use flight-style movement: A/D move horizontally, W/S move vertically and also move along the arena’s depth axis in the corresponding direction; clamp the aircraft within broad x, height, and z limits. Keep it at a minimum altitude, tilt slightly with vertical movement, and use the current aim yaw for its facing. Mouse dragging should adjust both horizontal aim yaw and limited vertical aim pitch. Plane shots are smaller red glowing projectiles, travel faster than tank shells, use a shorter cooldown, and fly along the yaw/pitch direction. Plane shots can destroy both enemy types with the same hit logic. The chase camera should follow the active vehicle smoothly: use a higher offset behind/above the tank, and a somewhat higher offset behind/above the plane, rotating the offset around the vertical axis according to aim yaw, then look toward the active vehicle. Add a fixed HUD over the canvas. At upper left, show a rounded translucent dark panel with uppercase blue “IRON SKIES” and status text initially “Tank mode · capture the arena”; in Plane mode change it to “Plane mode · attack run.” At upper right show “Hull 100 · Score 0” and “Targets 10” initially, updating hull, score, and the count of still-visible enemies. Hull is capped at 100 and cannot go below 0; prevent firing when hull reaches zero, but retain the arena state. At the bottom center show the instructions “WASD move · Mouse aim · Space fire · 1 Tank · 2 Plane · R reset.” Put four large touch-friendly directional buttons at lower left (up, left, down, right), and lower right buttons labeled “Tank 1,” “Plane 2,” “Fire,” and “Reset.” Highlight the active vehicle button blue, style Fire red, and make the directional and Fire controls support press-and-hold for mobile play. Include a central cyan-white crosshair, responsive layout, and prevent page scrolling. Keyboard shortcuts: WASD move, mouse drag aim, hold Space fire, 1 selects Tank, 2 selects Plane, and R resets. Reset score to 0, hull to 100, restore both player vehicles to their initial positions, make every enemy visible with full health, clear all projectiles, and return to Tank mode. Use smooth animation, antialiased rendering, shadows, fog, and a clean low-poly military/toy-like visual style matching a compact arena combat demo. Do not add menus, ammunition, lives, powerups, health pickups, extra weapons, or additional enemy types.