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Arcade › Last Orbit

Last Orbit

  • 3d
  • third-person
  • arena-shooter
  • battle-royale
  • survival
  • neon
  • sci-fi
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How to play

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

Discussion

Nobody has said anything about Last Orbit yet. Play it, then tell Ariel Colcha what you would add next.

Make your own game

Last Orbit was built by Ariel Colcha 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 Last Orbit 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 Last Orbit

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 “Last Orbit” as a browser-based 3D third-person arena shooter/survival game with a dark neon sci-fi presentation. Use a perspective camera following the player from behind and above at roughly 7 units distance, with a large flat square arena and a centered crosshair. The player is a simple bright cyan glowing capsule-shaped operator standing on a vivid magenta circular ring. Use a dark navy/black background and floor, subtle blue grid lines across the ground, soft cyan/blue lighting, shadows, bloom-like emissive materials, and high-contrast cyan/magenta accents. The visual style should be clean low-poly sci-fi rather than realistic.

Start the match with 12 operators total: the human player plus 11 simple AI opponents. Place opponents around the arena in a broad ring, each represented by a colored capsule operator with a floating dark nameplate such as “OP-01”, “OP-02”, etc. AI operators wander continuously in randomly selected directions, remain within the large arena bounds, and turn toward their movement direction. If an AI operator gets very close to the player, it can deal periodic contact damage. The player has 100 health, although health does not need to be visibly shown in the HUD. The objective is last operator standing: shoot and eliminate all opponents, then show a victory message. If the player’s health reaches zero, show a fallen/game-over message telling the player to refresh to retry.

Give the player a PULSE RIFLE. Clicking or tapping the game fires a small fast magenta pulse projectile from the camera toward its forward direction. Projectiles travel for a short time, disappear on impact or expiration, and deal 45 damage to an opponent; opponents have 100 health, so they require three hits. On elimination, hide the opponent, reduce the visible player count, increment the kill count internally, and show a feed message such as “ELIMINADO: OP-01”. Opponents do not need their own ranged weapons; their implemented threat is wandering and close contact damage.

Implement the PHASE SHIFT ability on the E key or the large bottom-left “ACTIVAR PHASE SHIFT [E]” button. It has an 8-second cooldown and lasts about 1.8 seconds. While active, the player is immune to damage from being outside the shrinking zone. Display “PHASE SHIFT ACTIVADO” briefly when activated, and show “PHASE SHIFT” when ready or “COOLDOWN X.Xs” while cooling down. Keep the ability button magenta/pink with rounded pill styling.

Surround the arena with a bright magenta circular shrinking-zone ring on the ground. Begin with a radius of 24 and display 100% zone status. After 8 seconds, gradually shrink it toward a minimum radius of 7; update the HUD percentage based on the current radius. If the player is outside the zone and not phase-shifting, apply continuous damage. Keep the zone visually obvious as a thin glowing pink ring.

Build three selectable map themes via rounded top-right buttons: “Neon City”, “Dark Lab”, and “Sky Arena”. The active button is filled teal/cyan while inactive buttons are dark translucent with cyan outlines. Switching maps rebuilds the cover layout/material theme and changes the background: Neon City uses dark blue city/building materials, Dark Lab uses dark purple materials and an almost-black purple background, and Sky Arena uses slate-blue materials with a deep blue background. Use the same core arena and zone gameplay in each theme. Populate the maps with several large rectangular cover/building blocks around the perimeter and mid-area. For Sky Arena, also add five low raised rectangular platforms across the middle, with dark blue emissive accents. In Neon City, optionally load or approximate a few commercial low-poly building decorations along the far edges, but preserve the simple blockout readability.

Overlay a fixed HUD in Spanish over the 3D view. At the top-left, create a translucent blurred dark panel with a thin cyan border and rounded corners. It should show the cyan letter-spaced title “LAST ORBIT”, the subtitle “NEON CITY // RANKED SLICE” (updated to “DARK LAB // RANKED SLICE” or “SKY ARENA // RANKED SLICE” when changing maps), and four stat rows: “Jugadores” with the current remaining count starting at 12, “Zona” starting at “100%”, “Arma” / “PULSE RIFLE”, and “Habilidad” / “PHASE SHIFT”. Centered near the upper portion of the screen, show the bold status text “12 OPERADORES // ÚLTIMO EN PIE”, replacing it temporarily with the activation notice and eventually with victory or defeat text. Keep the white crosshair centered on the screen. At bottom-right, show the compact instruction text: “WASD / joystick para moverte · clic/tap para disparar” followed by “Shift corre · Space salta”. Support desktop and mobile layouts, moving the map controls to the lower-right area on narrow screens and hiding the elimination feed there.

Use third-person movement controls: WASD on desktop or a joystick/touch equivalent on mobile to move, Shift to run, and Space to jump. Keep the player in the arena, use smooth movement and camera following, and render with antialiasing, shadows, a perspective camera, ambient hemisphere lighting, a directional key light, and a blue point fill light. The arena floor should be a dark navy plane with a fine blue grid, while the player ring, projectiles, zone, UI borders, and highlights reinforce the cyan-and-hot-pink neon palette.

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