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Arcade › Kingdom Reborn
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Kingdom Reborn yet. Play it, then tell Oleg Sidorkin what you would add next.
Kingdom Reborn was built by Oleg Sidorkin 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 Kingdom Reborn 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 isometric strategy/idle city-builder and conquest game titled “Kingdom Reborn.” Use a Three.js-style low-poly presentation with orthographic cameras, soft shadows, warm ambient directional lighting, simple geometric models, and an earthy medieval palette. The game has two modes: Town View and World Map. In Town View, show an 8x8 square building grid on a tan stone/earth ground plane, viewed from an elevated diagonal isometric angle. Tiles alternate subtly between light beige-brown shades and have narrow gaps/grid lines. Buildings are placed one per tile and are clickable. Include varied stylized low-poly 3D structures: houses with bodies and pitched roofs, farms with a small barn and crop rows, markets with striped awnings, sawmills, quarries made from stepped stone blocks and a crane arm, wells with a circular base/posts/roof, temples with columns and a golden dome, barracks with a red flag, towers with cylindrical bodies/battlements/conical roofs, and archery buildings. Building colors and height should change with upgrade level. Place a dark floating label above each building showing its production or training bonus, such as “+8🌾”, “+6🪵”, “+5💰”, or “🛡 +2/train,” with a subtle bobbing animation. At the top, provide a fixed dark translucent medieval HUD with resource counters for Wheat 🌾, Lumber 🪵, Stone ⛏, Gold 💰, and Warriors ⚔️, plus a button to switch to the World Map. Display an info/status bar with contextual messages. At the bottom, show a dark build panel containing selectable buttons for House, Farm, Market, Sawmill, Quarry, Well, Temple, Barracks, Tower, and Archery; each button shows an icon, name, and first-level cost. Highlight the currently selected build button in orange/gold. Also show a blue “Train Warriors (40🌾 20🪵)” button. Start with resources Wheat 120, Lumber 60, Stone 30, Gold 20, and 5 Warriors. To build, select a building type then click an empty town tile. Building costs and production must be resource-gated. Resources tick every 2 seconds and are added from all placed buildings, capped at 9999. Use these exact first-level costs/yields and upgrade behavior: House costs 30 wheat and yields +4 wheat and +0.5 gold per tick; Farm costs 20 wheat and 10 lumber and yields +8 wheat/tick; Market costs 30 wheat, 10 lumber, 10 gold and yields +5 gold/tick; Sawmill costs 25 wheat and 10 stone and yields +6 lumber/tick; Quarry costs 30 wheat and 20 lumber and yields +5 stone/tick; Well costs 20 wheat and 5 stone and yields +2 wheat and +2 gold/tick; Temple costs 50 wheat, 40 lumber, 20 stone and yields +3 wheat, +1 lumber, +1 stone, +3 gold/tick; Barracks costs 40 wheat, 30 lumber, 10 stone and does not produce resources but contributes 2 warriors per training click; Tower costs 60 wheat, 50 lumber, 40 stone and yields +3 gold/tick while contributing defense 2; Archery costs 35 wheat and 25 lumber and yields +1 gold/tick while contributing 3 warriors per training click. Use the complete upgrade ladders: most buildings have four levels with increasing costs/yields, Well/Temple/Archery have three levels. Houses progress to yields (7 wheat, 1 gold), (11 wheat, 2 gold), (16 wheat, 3 gold); farms to (15 wheat), (24 wheat, 2 gold), (36 wheat, 1 lumber, 3 gold); markets to (9 gold), (1 lumber, 14 gold), (1 wheat, 3 lumber, 20 gold); sawmills to (11 lumber, 1 gold), (18 lumber, 2 gold), (1 lumber, 26 lumber, 3 gold) as represented by the production definitions; quarries to (10 stone, 1 gold), (16 stone, 2 gold), (1 stone, 24 stone, 3 gold); wells to +4 wheat/+4 gold then +7 wheat/+7 gold; temples to +6 of all four resources then +10 of all four; barracks training bonuses 2, 4, 7, 11; towers defense 2, 4, 7, 12 and gold yields 3, 6, 10, 15; archery training bonuses 3, 5, 8. Clicking an occupied building opens a centered popup showing icon, name, level/max level, description, next upgrade cost, an Upgrade button, a Demolish button, and a close button. Upgrading spends the next level’s resources and rebuilds the mesh; demolishing removes it and returns half of the initial build cost. Clicking an occupied tile while placing reports that it is occupied. Training spends 40 wheat and 20 lumber. It grants 1 base warrior plus the current training bonus from every Barracks and Archery building, then updates the warriors counter and status message. Towers add their defense to military power but do not train units. The World Map is another orthographic isometric scene with a green 40x40 terrain plane, subtle low-poly hills, approximately 40 simple cone-canopy trees with brown trunks around the map, and two crossing beige roads. Put the player’s small blue-armored knight near the center: blocky blue body and legs, silver-blue helmet with a narrow glowing yellow visor, and a sword. Include a home castle nearby with a square central keep and four tan cylindrical corner towers topped with green conical roofs. Place five enemy camps at distinct map locations: Rebel Camp (power 15), Bandit Fort (22), Dark Citadel (32), Shadow Keep (44), and Dragon’s Lair (60). Each camp should look like a low-poly hostile fort: dark round base, red block tower, black flagpole with red flag, and pale skull-like markers around it. Living camps gently rotate/animate. When switching to World Map, hide the build panel, show a “⚔ Territories: 0/5” counter, and change the switch button to “🏘️ Town View.” The status text should tell the player to click the map to move the knight and approach a camp. Clicking any point on the ground moves the knight there at speed 4 with a small walking bob and rotation toward movement. The world camera smoothly follows the knight. When the knight is within 4.5 units of the nearest undefeated camp, show a pulsing red attack button labeled with that camp and its required power. Attacking succeeds when Warriors plus total Tower defense is at least the camp’s power. On victory, mark the camp defeated and visually dim it gray, increment territories, subtract floor(power*0.3) warriors, and award the exact rewards: Rebel Camp +80 wheat/+40 lumber/+20 stone/+30 gold/+8 warriors; Bandit Fort +100/+60/+40/+50/+10; Dark Citadel +120/+80/+60/+70/+14; Shadow Keep +150/+100/+80/+90/+18; Dragon’s Lair +200/+150/+100/+120/+25. Hide the attack button after an attack. Once all five territories are conquered, show a full-screen dark translucent victory overlay with “👑 Kingdom Restored!”, text explaining that all enemy territories were conquered and the realm rebuilt, and a “🔄 Play Again” button. Restart must reset resources to 120/60/30/20, warriors to 5, remove town buildings, restore all enemy camps, reset territories and knight position, and return to Town View. Use warm dark-brown translucent UI panels, gold/tan text, rounded borders, orange/gold active states, green upgrade buttons, red demolish/attack controls, and blue warrior-training controls. Keep the UI fixed over the canvas, responsive to the viewport, and support pointer/mouse and touch clicks. Do not add unrelated mechanics, units, narrative systems, or combat controls beyond the described click-to-move, approach, and attack loop.