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Lunar Traverse

  • 3d
  • exploration
  • sci-fi
  • lunar
  • survival
  • third-person
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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. Keshav Jindal built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lunar Traverse yet. Play it, then tell Keshav Jindal what you would add next.

Make your own game

Lunar Traverse was built by Keshav Jindal 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 Lunar Traverse 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 Lunar Traverse

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-based 3D third-person exploration game titled “Lunar Traverse.” The player controls a white-suited astronaut in a silent, dark lunar crater and must complete EVA-01: collect five marked rock samples scattered around the terrain, then return to the lunar lander before oxygen is depleted.

Use a Three.js-style real-time 3D scene with a 64-degree perspective camera, third-person follow camera positioned roughly 6.2 meters behind the astronaut, low-gravity movement, and mouse look. Support desktop controls: WASD to move, mouse to look, Space to jump, and E to collect a nearby sample. Include touch joystick support on mobile. The astronaut begins near the front of the lander at approximately the edge of the exploration area. Movement should feel low gravity: movement speed about 3.6, jump speed about 5.1, and gravity about -3.65. Keep a small center-screen crosshair/reticle.

Scene and visuals: render a very dark blue-black sky with exponential atmospheric fog, a starfield of many small pale blue-white points, and a distant stylized Earth sphere high in the background. The ground is a broad gray dusty regolith plane, with a large darker circular crater basin/ring and scattered irregular low-poly gray lunar rocks. Add directional cool-white sunlight, soft blue ambient/rim lighting, shadows, and a subdued cinematic sci-fi look. The astronaut is a simple low-poly/clean 3D figure: white capsule-like torso, spherical white helmet, dark reflective blue-black visor, white arms and legs, and a rectangular life-support pack. Place a prominent metallic lunar lander at the home position: an angular/cylindrical gray body on four thin struts with round feet, a smaller upper section, dark window, antenna and dish, plus a small glowing pale-blue beacon.

Place exactly five collectible samples at fixed scattered positions around the crater, approximately (7,1), (-8,-6), (12,-15), (-16,12), and (23,18) in world x/z coordinates. Each sample is a small tan/brown faceted rock with a faint cyan circular ring marker on the ground. When the astronaut is within about 1.4 meters and presses E, hide that sample, increment the sample count, and show a brief radio/status message “SAMPLE SECURED.” If E is pressed with no sample in range, show “NO SAMPLE IN RANGE.” On collecting the fifth, show “ALL SAMPLES SECURED — RETURN TO LANDER.” Do not allow collection before the EVA has started.

Track these suit systems from 100%: oxygen and battery. While moving, drain oxygen at roughly 0.19 per second and battery at roughly 0.07 per second; while stationary, drain oxygen at roughly 0.055 per second and battery at roughly 0.018 per second. Display values as percentages with horizontal bars. Make the oxygen bar warn with an orange/yellow gradient below 25%, and the battery bar warn below 20%. Leave footprints behind while walking (small dark oval dust marks, capped around 90) and periodically emit a short-lived small gray dust burst at the astronaut’s feet.

HUD styling should be a restrained dark translucent glass interface with thin pale-blue/gray borders, subtle blur and rounded corners. In the upper-left show “LUNAR TRAVERSE / EVA-01,” OXYGEN with bar and percentage, BATTERY with bar and percentage, and SAMPLES as “0 / 5” initially. In the upper-right show the live distance to the lander rounded to meters as “LANDER N m” and a mission line that initially reads “Survey the crater and collect samples,” changing to “Return to the lander” after all five samples are collected. Put a pill-shaped bottom-center hint reading “WASD move · mouse look · Space jump · E collect · return to lander.” Show temporary centered status messages near the upper-middle of the screen.

Before play, show a full-screen dark radial-gradient overlay with a centered translucent card. The card title is “LUNAR TRAVERSE,” followed by: “Conduct a low-gravity EVA across a silent crater. Collect five rock samples, monitor your suit systems, and return to the lander before oxygen runs out.” Include a “BEGIN EVA” button and the small note “Browser 3D game · desktop controls plus touch joystick on mobile.” Clicking the button hides the overlay, starts the EVA, establishes the radio link with a short beep sequence, and allows movement.

The win condition is: after all five samples are collected, bring the astronaut within about 2.6 meters of the lander. Show an end overlay card titled “EVA COMPLETE” with the text “All lunar samples are aboard. The lander has a clean ascent window.” and a “RESTART EVA” button. The loss condition is oxygen reaching zero before successfully returning; show “SUIT SYSTEMS OFFLINE,” the text “Oxygen reserve depleted before reaching the lander.” and a “RETRY EVA” button. Include subtle short radio beeps for starting, collecting, and sample confirmation. Keep the game playable in the browser with responsive resizing and a mobile-friendly HUD layout.

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