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Arcade › Isla Umbra
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nikita Mischenko built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Isla Umbra yet. Play it, then tell Nikita Mischenko what you would add next.
Isla Umbra was built by Nikita Mischenko 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 Isla Umbra 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.
Recreate "Isla Umbra" as a browser-based, third-person 3D low-poly survival exploration game set on a foggy tropical jungle island. Use a 58-degree perspective camera that follows the player from behind at roughly 7 units away and shows a small white crosshair at screen center. The world is a large flat dark-green jungle ground plane with a long brown mud trail running through it, scattered low-poly trees around the perimeter, several low-poly rocks, and a wooden crate near one collectible. Use cube-world-style stylized geometry, soft shadows, warm daylight, teal-green environmental colors, and atmospheric exponential fog. The scene should transition to a much darker blue-black nighttime look when the in-game clock reaches 18:30: reduce the sun and ambient lighting, increase fog, lower exposure, and darken the page background. Begin the expedition at 06:00 and advance time continuously while playing (roughly 2.2 in-game minutes per real second, wrapping after 24:00). At startup, show a full-screen dark translucent overlay with a centered rounded dark teal card. The card title is large, bold, uppercase "ISLA UMBRA" on two lines, followed by the German subtitle "Survival im vergessenen Dschungel — finde die Laborteile und entkomme, bevor die Nacht beginnt." Provide two character selection buttons: "MANN" with the small descriptor "Scout · ausdauernd" selected by default, and "FRAU" with "Wissenschaftlerin · flink". Show the mission panel "Insel 01: Verdant Reach" and "Finde 3 Laborteile. Ab 18:30 wird es dunkel." Add a wide bright green "EXPEDITION STARTEN" button and the hint "WASD / Pfeile bewegen · Shift sprinten · Leertaste springen · mobil: Joystick und Sprungtaste". Selecting a character changes the spawned third-person low-poly humanoid: male Scout or female scientist. Spawn the character at the near end of the trail, around (0, 0, 18). The male moves at about 5.1 units/second and the female at about 5.5; support keyboard WASD/arrow movement, Shift sprinting, jumping with Space, and mobile joystick/jump controls. Blend Idle, Run, Jump, falling/jump-idle, and landing character animations where available, and turn the avatar to face its movement direction. Place exactly three collectible laboratory components in the world, visibly represented by small floating pale mint/teal rectangular cores with glowing green rings: one around (-8, 2), one around (12, 13), and one around (-16, -14). Include a crate beside the first component. When the player comes within about 2 units of a component, hide it, increment the collection count, and display a brief notification in German such as "Laborteil gesichert · 1/3". The top HUD must remain visible during play: a left rounded translucent panel reading "ISLA UMBRA // INSEL 01" and a right rounded stats panel with German labels "ZEIT" and a live HH:MM clock, "TEILE" with "0 / 3" through "3 / 3", and "STATUS". Status starts as "Bereit", becomes "Unterwegs" while moving, and becomes "Evakuieren" after all three parts are collected. On completion, show the notice "Labor vollständig! Der Evakuierungspunkt ist am Strand." Do not invent a separate extraction mechanic beyond this displayed evacuation state, since the original behavior only changes the status and announces the beach evacuation point. Add one stylized homemade low-poly raptor/dinosaur enemy named Raptor Stalker, dark desaturated green, initially around (9, 0, -13). Build it from simple primitive shapes: rounded body, angled cylindrical neck, elongated head with a dark jaw, two legs with dark lower shins and feet, and small dark arms. It should continuously face the player and, once within 14 units, slowly move toward them. If it reaches within about 2.2 units, mark the player dead, set HUD status to "Gefahr", and show a centered dark overlay card reading "DU WURDEST GEFUNDEN" and "Die Insel hat dich noch nicht freigegeben." with a bright button labeled "AM STRAND RESPAWNEN". Respawning hides that overlay, places the player back at (0, 0, 18), resets the clock to 06:00, and displays "Respawn am Strand. Die Insel wartet." Keep the game running with a clear, polished HUD style: dark translucent glass panels, thin pale-green borders, rounded corners, lime-green primary buttons, mint text, and subtle shadows. Make the game responsive and support mobile layout, with the renderer filling the viewport.