Skip to content

Arcade › Ironveil Workshop

Ironveil Workshop

  • 3d
  • first-person
  • puzzle
  • escape-room
  • industrial
  • mechanical
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Noé Frangeul built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ironveil Workshop yet. Play it, then tell Noé Frangeul what you would add next.

Make your own game

Ironveil Workshop was built by Noé Frangeul 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 Ironveil Workshop 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 Ironveil Workshop

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.

Recreate a browser-playable first-person mechanical escape-room puzzle titled “Ironveil Workshop.” Use a Three.js-style 3D first-person camera with WASD movement, mouse-look, jumping, and a centered white plus crosshair; interaction is performed by aiming at an object and clicking, with a small contextual “CLICK” prompt near the crosshair. The player starts near the front of a sealed industrial workshop room, facing into a large rectangular room with dark charcoal walls, floor, ceiling, light fog, muted cool ambient lighting, warm directional light, and contrasting orange/blue/green/red industrial accent lights. Build the room with a large exit door at the far back wall, several wooden-and-metal workbenches, metal shelves, gears, crates, warning triangles, loose wires, a wall breaker box, a terminal, a blueprint fragment, a rusty toolbox, a high shelf screwdriver, a copper wire spool, a loose floorboard hiding a metal rod, and an industrial laser encoder. Keep the visual style low-poly industrial workshop: dark gray metal, rough brown wood, orange hazard accents, blue electronic panels, and strong shadows.

The persistent HUD should include a top-left translucent dark panel reading “IRONVEIL WORKSHOP // ESCAPE PROTOCOL,” subtitle “FIRST-PERSON MECHANICAL PUZZLE ROOM,” and an objective line. Begin with “Objective: Restore power to the workshop.” Put a translucent message/log panel in the lower-left, initially saying “The workshop smells of oil and hot metal.” Put a bottom inventory bar with item cards and a COMBINE button, plus modal inspection/puzzle overlays. The player’s goal is to restore power, solve the terminal, use the encoder to make a master keycard, and unlock the exit.

Implement the exact progression and dependencies: (1) Aim/click the screwdriver on the high shelf to collect it. (2) Aim/click the rusty toolbox; without the screwdriver, log that it is screwed shut, and with it, collect a Blown Fuse. (3) Collect the Copper Wire from the wire spool/loose-wire area. In the inventory, select exactly Blown Fuse and Copper Wire and click COMBINE to remove both and craft a Repaired Fuse; update the objective to install it in the wall breaker box. (4) Click the breaker: reject the interaction until the Repaired Fuse exists; then install it, turn on the warm work light, change the terminal screen to green, brighten the blue exit light, and update the objective to read the blueprint and unlock the terminal. (5) Click the blueprint to open an inspection modal explaining: “Three highlighted shapes are the key: triangle, square, circle. Count them in the room. Warning triangles: 3. Crates: 5. Workbench gears: 2. Code: 352.” The visible room should contain exactly the three warning triangles, five crates, and two workbench gears used by this clue. (6) Click the terminal once powered to open a modal titled “Workbench Terminal,” showing “LOGIN REQUIRED. The blueprint's shapes are a counting key: triangle / square / circle,” a three-digit numeric input, and an UNLOCK button. Accept only 352. On success, add a Blank Keycard, close the modal, log that a hidden drawer slides open beneath the terminal, and set the objective to find the encoder, install the metal rod, and encode the blank keycard. On an incorrect code, keep the modal open and display that the terminal flashes “3 shapes, 5 shapes, 2 shapes.”

(7) The loose floorboard can only be opened with the screwdriver; clicking it should reveal the horizontal metal rod and allow the player to collect a Metal Rod. (8) The encoder remains locked until the terminal code is solved. Once solved, clicking its blue panel opens an “Industrial Laser Encoder” modal. Show the instruction “Align the dial needle with the green marker. Click PULL LEVER when the ring is aligned.” The modal should visibly contain a dark micro-panel with a gray circular dial/ring, an orange needle rotating continuously, and a fixed green marker at the top. It should initially state “Need a blank keycard and a metal rod.” Require both Blank Keycard and Metal Rod before allowing the real interaction; otherwise log that it needs those items. When both are present, animate the needle/dial continuously and change the status to “The dial is spinning. Time your pull.” Clicking PULL LEVER succeeds only when the needle is close to the green marker (about 0.38 radians tolerance); on a miss, show “Missed alignment — wait for the needle to return to green.” On success consume the Blank Keycard and Metal Rod, create a Master Keycard, close the encoder modal, log “The encoder chirps. Master Keycard printed,” and update the objective to use the Master Keycard on the electronic lock at the exit door. Include a CANCEL button for the encoder modal.

(9) At the massive back exit door or its electronic keypad, reject interaction without the Master Keycard with a log that the exit lock rejects everything but a master keycard. With the Master Keycard, trigger a centered “Escape Successful!” modal containing the total elapsed time in seconds and a RESTART button that reloads/resets the game. Include a BACK button for inspection modals. Use translucent black overlays for modal screens, orange headings/buttons and borders, pale gray text, green for successful powered states, red for danger/broken components, and orange as the primary accent. The inventory should use compact item cards with simple icon-like symbols and allow selection for combining; selected items get an orange highlight. Keep the camera and HUD composition suitable for both desktop and narrow screens.

More free browser games

Browse the whole Arcade →