Skip to content

Arcade › KTA: Kaws Theft Auto

KTA: Kaws Theft Auto

  • 3d
  • driving
  • open-world
  • arcade
  • low-poly
  • sandbox
0
Remix it Discord

15 plays

How to play

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

Discussion

Nobody has said anything about KTA: Kaws Theft Auto yet. Play it, then tell Otis Peers what you would add next.

Make your own game

KTA: Kaws Theft Auto was built by Otis Peers 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 KTA: Kaws Theft Auto 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 KTA: Kaws Theft Auto

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-based Three.js low-poly 3D driving sandbox titled “KTA: Kaws Theft Auto.” Use a large 200x200 flat plane as the world, with a third-person chase camera positioned above and behind the player car, smoothly following and looking toward it. The initial camera is roughly at (0, 8, 20), and the view should feel like a distant, elevated open-world toy diorama. Use simple untextured geometric models, basic Phong lighting, hard shadows, fog, and a stylized bright world: blue sky/background, green ground, gray brutalist buildings, and sparse trees. The attached visual is especially minimalist and gray-toned in appearance, so favor a stark low-poly/brutalist presentation rather than detailed realistic scenery.

World layout: create a green 200x200 ground plane. Place eight simple trees in a row-ish area: brown cylindrical trunks about 4 units high with green 8-sided cone foliage above them. Place six gray brutalist rectangular buildings toward the far side of the scene, each roughly 8–12 wide, 12–18 high, and 8–12 deep. Add three blue-gray semitransparent rectangular window meshes to the front of each building; these windows are destructible. Add one glowing yellow sphere marker around world position (10, 3, 10). Add four parked cars in another area around x=-15,-5,5,15 and z about 20–30, with varied random yaw.

Build all cars procedurally from primitive meshes: a dark charcoal/black rectangular body (about 4 x 1.5 x 2), a slightly smaller dark roof raised above it, and four black cylindrical wheels placed at the corners and rotated onto their axles. The player begins in this simple car at approximately (0, 0.5, 0). Parked cars can be stolen/hijacked and become the player vehicle. When hijacking, remove the current player car, transfer control to the nearby parked car within 6 units, preserve the player’s position, reset velocity, and award 50 points. Prevent repeated hijacking for a short cooldown.

Driving physics: use arcade acceleration rather than realistic vehicle simulation. W accelerates forward, S reverses/brakes, A and D steer, and Space applies a stronger turn factor and also makes the car jump. Accelerate in the car’s local forward (-Z) direction with acceleration around 28, friction around 0.96, maximum speed around 38, and steering that becomes effective with speed (turn speed about 2.8). Apply gravity around 28 and a jump impulse around 14, keeping the car above ground level. Clamp the car’s x and z position to roughly -80..80. The chase camera smoothly follows behind the car at approximately (0, 6, 14) rotated with the vehicle and looks a little above the car.

Make collisions/destruction part of the chaos gameplay. If the moving car comes within 4 units of a destructible window, remove that window, create about five small gray cubic debris pieces scattered around it, award 80 score points with a recent-action multiplier, and let debris fall and disappear after about three seconds. Press F while not in photo mode to fire the standard submachine gun: raycast forward from just above the car in its facing direction; if a destructible window is hit, remove it, spawn debris, and award 30 chaos points. Show a short-lived yellow muzzle-flash sphere at the firing origin.

Scoring and escalating chaos: maintain score, a multiplier, and a chaos level. Actions performed within four seconds increase the multiplier up to 6; otherwise reset it to 1. Apply the multiplier to score gains. Derive the visible/gameplay chaos level as floor(score/200), capped at 5. When chaos level is above 1, periodically spawn up to chaos-level pursuing police cars near the player. Police are simple blue rectangular box vehicles; they chase the player at about 18 units/second and damage/slows the player on contact within 5 units, multiplying velocity by 0.3 and subtracting 30 score.

Include the following keyboard systems exactly: E hijacks the nearest parked vehicle; F fires when not in photo mode; P toggles photo mode; M starts a random mission; L cycles atmosphere; G enters the garage for the current player vehicle; number keys 1, 2, and 3 repaint the current vehicle; H respawns at the safehouse; D runs diagnostics. The random mission system should choose either “OPEN WORLD RUN // FRANKLIN DROP” (time trial, target time 60) or “ENFORCER PURGE” (enforcer elimination, target count 5), mark it active, initialize progress to zero and a start time, and announce that it is engaged. A mission is also automatically started after about five seconds from boot. Do not invent additional mission objectives or completion behavior beyond this.

Garage behavior: after G, announce “GARAGE // Press 1-3 to paint.” Number keys apply one of three full-vehicle colors by traversing the current car meshes: vibrant gloss blue (#0066FF), sunset metallic red (#CC2200), or clean gloss white (#FFFFFF), with a notification for the selected paint.

Atmosphere behavior: start with a vibrant daylight setup using a blue sky, pale horizon fog, warm directional sunlight, hemisphere light and ambient light. L cycles between “VIBRANT DAYLIGHT // CLEAR BLUE SKY” and “GOLDEN HOUR // SUNSET GLOW”; golden hour uses a coral/orange sky and gold horizon fog with warmer sun lighting. Photo mode P pauses driving and allows mouse orbit around the current vehicle. While active, mouse movement changes yaw and pitch with pitch clamped to about -1.2..1.2 radians; use an orbit distance around 15, and keep the camera looking at the car. In photo mode, F cycles between the two filters/presets “VibrantDaylight” and “CinematicWarm,” changing the background toward blue or warm orange. P exits photo mode.

Safehouse behavior: H respawns the current car at approximately (120, 15, -45), named “Franklin Park Loft,” clears its velocity and angular velocity, resets chaos points/level, and announces the respawn. Include lightweight achievement/diagnostic feedback: a “SLIDE RULE” FIRST_DRIFT achievement exists for drift behavior, and D announces “DIAGNOSTICS COMPLETE // ALL SYSTEMS NOMINAL.” Drifting is detected while steering/Space is held above speed 15; airborne time over 1.2 seconds gives an airtime bonus based on duration, and completed drift chains can award chaos points. Use the existing style of short uppercase status notifications for gameplay feedback.

Render with a responsive full-window canvas, antialiasing, pixel ratio capped around 2, shadows enabled, and a 70-degree perspective camera. Keep the scene sparse, geometric, and toy-like: dark cars and police, light gray concrete architecture, bright yellow marker, simple colored primitives, and strong directional shadows. The game should be playable immediately with no asset downloads beyond the Three.js module; use procedural primitive geometry only. HUD feedback may be minimal/console-style because the implemented game does not actually draw the styled HTML score/instructions elements; do not add elaborate UI panels that are not present in the original implementation.

More free browser games

Browse the whole Arcade →