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Arcade › Iron Uprising
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alex Kew built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Iron Uprising yet. Play it, then tell Alex Kew what you would add next.
Iron Uprising was built by Alex Kew 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 Uprising 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.
Rebuild “Iron Uprising” as a browser-based 3D action-RPG vertical slice using a dark cyberpunk surveillance-state aesthetic. Use an overhead/isometric third-person camera that follows the player with a smooth offset: camera positioned roughly 9 units to the player’s right, 9.6 units high, and 11 units behind/forward relative to movement, looking at the operative; show a bounded square arena with fog and soft shadows. Render with simple stylized low-poly Three.js-like geometry, strong cyan/teal and hot pink accents, dark navy backgrounds, translucent glass HUD panels, rounded borders, and glowing emissive objects. The player is Kade // Street Ghost, represented in the arena by a glowing pale-blue capsule-shaped operative with a bright white/cyan spherical core and a soft circular shadow. Start in District 7 at the south edge of a 42x42 enclosed square arena. Each map has a dark colored floor, four thick boundary walls, nine scattered low-poly props made of chunky box bases with pale cone/cylinder tops, and colored fog: navy District 7, rusty brown/orange Rust Wastes, and dark teal Archive Vault. The three maps are separate connected arenas: District 7 has portals to Rust Wastes at about (16,-10) and Archive Vault at (-16,-10), while Rust Wastes and Archive Vault have a portal back to District 7. Portals are glowing torus rings over circular pads; locked portals are gray and dim, unlocked ones use the map accent color. Each map also contains one glowing-screen terminal and one chest/cache. Core gameplay is real-time arena combat and exploration. Move with WASD or arrow keys (also provide an on-screen mobile directional pad with up/left/right/down buttons). Movement is smooth and analog-feeling, clamps the player inside the arena, and the operative faces the last movement direction. Press Space or the mobile Strike button to perform a close-range attack on a 0.5 second cooldown. The attack creates an expanding pink ring/wave effect and damages every hostile within about 3.1 world units. Enemies are hovering pink/red low-poly octahedral surveillance drones with a pale glowing eye and circular shadows; they bob, pursue the player when within 8.5 units, and attack on contact at roughly 1.15 second intervals. District 7 has 4 drones, Rust Wastes 5, and Archive Vault 6, with later enemies scaled slightly tougher. Player damage is reduced by defense, causes pink sparks and a toast message, and reaching zero HP causes defeat with “Operative down. Press R to restart the district.” Press Shift or mobile Dash for a brief 2.6x movement burst with a cooldown; dash emits cyan sparks. Defeated enemies give XP, credits, and a chance to drop floating rotating loot. Collect nearby loot automatically by walking over it: gold faceted objects are credits and cyan faceted objects represent gear loot. Add small particle spark bursts for attacks, damage, dashes, and pickups. Implement the short campaign progression exactly as a five-stage quest flow across three acts. Initial state: Act I, quest stage 0, District 7 only unlocked, level 1, XP 0/50, 20 credits, 100 HP, attack 10, defense 4, speed 9, and only the basic gear owned. Act I: first sync/interact with the glowing broker terminal at the north end of District 7 (around 0,-14) using E or mobile Sync; this unlocks the Rust Wastes route. Then destroy all District 7 drones, which clears the map and starts Act II. Act II: travel through the portal to Rust Wastes, sync with its vault terminal at (-13,-11) to recover the relay shard and unlock Archive Vault; then defeat all Rust Wastes enemies to complete the wastes ambush and start Act III. Act III: enter Archive Vault, defeat all six wardens, then sync with the broadcast terminal at (0,-14); refuse broadcast until all archive enemies are gone. On successful broadcast set victory and show a persistent message that the city is awake / the opening campaign is complete. Terminals and portals should select the nearest interactable within 3.2 units; unopened chests grant credits, XP, and unlock the next unowned item when available, otherwise drop extra credits. Interacting with an already opened cache reports that it is already stripped. Locked portals report that their route is still shielded. Add RPG progression. Award XP for enemy kills, chest interaction, and loot pickups; when XP reaches the threshold, increase level, grant one skill point, raise the next XP threshold, and restore some health. Provide three skill branches in the HUD: Body gives +12 max HP and +1 defense per rank; Signal gives +3 attack and +1 loot quality per rank; Stride gives +0.85 movement speed per rank and faster dash recovery. The player has three equipment categories with cycle buttons: weapons (Shock Baton +0 attack, Relay Blade +4, Breaker Coil +8), armors (Scrap Jacket +0 defense/+0 HP, Signal Weave +2 defense/+14 HP, Bastion Plates +5 defense/+28 HP), and relics (Null Coin, Ghost Cache +0.9 speed/+1 luck, Crow Relay +1.8 speed/+2 luck). Initially only the first item in each category is owned; chest/gear rewards unlock later items and category buttons cycle through owned items. Include three cosmetic skin buttons—Ghost (cyan), Ember (orange/red), and Volt (purple)—that recolor the player body/core without changing stats. Create a responsive translucent HUD overlay matching the visible design: top bar with three panels for “OPERATIVE” and Kade // Street Ghost, a pink-orange HP bar and text; “LEVEL & SKILL TREE” with level, skill points, blue XP bar and XP text; and “CURRENT ZONE” with District 7/Rust Wastes/Archive Vault plus ATK, DEF, SPD, and Credits. The left panel should show “MASSIVE STORY SLICE,” current act title/summary/stage, a narrative feed of recent story beats, and a travel network listing each map as route open or locked by story progress. The right panel should show “EQUIPMENT LOADOUT,” item descriptions and cycle buttons, “SKINS,” and the Body/Signal/Stride upgrade controls. Along the bottom show the current Objective with title and instruction, a Controls panel describing WASD/arrows, Space, Shift, and E, and a Field Log reporting nearby enemy count, nearest hostile distance, and dash readiness. Show centered animated toast notifications for map loads, damage, misses, pickups, unlocks, and victory. On narrow/mobile layouts stack the panels vertically and keep the large translucent touch controls visible over the lower corners: left D-pad and right Strike, Sync, and Dash buttons. Use story text and objective labels consistent with the campaign: “Act I · Broken Signal,” “Act II · Rust Frontier,” and “Act III · Archive Breach”; objectives include finding the broker terminal, destroying District surveillance drones, cracking the Rust Wastes vault, holding the line in the wastes, and exposing the archive. Begin with narrative beats about waking in a blackout safehouse under the obedience pledge and a pirate signal revealing a network fighting the Directorate. Include a restart-on-R key after defeat and finish with the broadcast victory state. Keep the presentation as a playable stylized low-poly cyberpunk arena, not a pre-rendered scene.