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Metro Drift

  • 3d
  • third-person
  • open-world
  • exploration
  • collectathon
  • urban
  • sandbox
  • arcade
0
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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. Chitranshi Solanki built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Metro Drift yet. Play it, then tell Chitranshi Solanki what you would add next.

Make your own game

Metro Drift was built by Chitranshi Solanki 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 Metro Drift 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 Metro Drift

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 playable 3D third-person urban exploration game titled “Metro Drift.” Use Three.js-style rendering with a sky-blue background, light atmospheric fog, soft shadows, and a stylized low-poly/blocky city aesthetic. The camera should be a perspective third-person camera following the blocky player character from behind and slightly above, with click-drag orbit/look and mouse-wheel zoom; support desktop WASD or arrow-key movement, Shift to run, Space to jump, and a mobile virtual joystick. Start the player near the center of the scene on the south side of the downtown intersection, with the camera close behind so the character is prominent in frame. The player is a blocky animated humanoid using a Kenney-style character model, with a simple capsule fallback if the model is unavailable, and should cast a soft shadow onto the ground.

Build a small open-world city grid on a large muted gray-blue ground plane. Include four broad dark asphalt roads forming a square grid: two north-south roads centered around x=-16 and x=16, and two east-west roads centered around z=-16 and z=16. Add repeated short yellow lane markings along each road. Between the roads, place broad light-gray sidewalk blocks in the four corner areas and a central block, with four green park patches in the corner blocks. Populate the outskirts and street edges with a modest set of stylized commercial buildings and taller skyscrapers, plus several parked colorful low-poly sports sedans on or near the roads. Add four idle blocky citizen NPCs standing in the corner areas. Keep the environment sparse and open like a prototype sandbox rather than a dense simulation.

Place five collectible cash drops at the four corner-block positions and at the center of the city. Each drop is a clearly visible glowing mint-green object consisting of a rotating torus ring and a small bright octahedral core, hovering slightly above the ground and bobbing up and down. When the player comes within roughly 1.5 world units, hide/deactivate that drop, add 
00 to the cash total, increase heat by 1 up to a maximum of 5, and show a temporary centered toast reading “+
00 cash drop.” There is no combat, traffic AI, timer, or win screen: the core activity is free-roaming through the downtown blocks and collecting the glowing drops. Overlay a dark translucent glass-like HUD with rounded corners and subtle blue borders. At the upper left show the brand panel with large spaced text “METRO DRIFT” and the subtitle “urban sandbox prototype.” Show a stats panel across the top with “CASH $0,” “HEAT 0,” and “ZONE DOWNTOWN,” using bright mint/green values. Keep the values live as drops are collected. At the lower left show a mission card titled “FREE ROAM” with the exact guidance: “Walk the downtown blocks, grab the glowing cash drops, and keep moving before your heat climbs.” At the lower right on desktop show the control hint: “WASD / arrows to move · Shift to run · Space to jump” and “Click-drag to look · wheel to zoom · mobile joystick supported”; hide this hint on narrow mobile screens. Use responsive layout so the top panels stack on small screens. Use the same calm blue-gray daylight palette, soft shadows, fog, and minimal arcade-sandbox presentation visible in the reference.

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