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Arcade › Metro Heist
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Habibov Mironshoh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Metro Heist yet. Play it, then tell Habibov Mironshoh what you would add next.
Metro Heist was built by Habibov Mironshoh 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 Heist 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 playable low-poly 3D third-person game titled "Metro Heist" in a compact city block viewed from behind and slightly above the player. Use a dark navy-blue atmospheric background with matching fog, simple stylized geometry, soft directional sunlight, shadows, and a Kenney-style blocky aesthetic. The play area is a 70-by-70 dark gray ground slab with a 10-unit-wide north-south main road and a 10-unit-wide east-west crossroad, yellow dashed lane markings, and four raised gray sidewalk blocks around the corners. Place four simple low-poly commercial building props around the block, plus two parked sports sedans (one toward the left side and one toward the upper/right side). Place the getaway sports sedan near the upper-right side of the road at approximately world position (8, 0, 7), facing around 180 degrees. The player is a stylized blocky street-runner character, initially at the near/southern end of the road around (0, 0, 25), shown from a third-person follow camera. The character should have an orange/tan upper body, dark gray blocky hair or head, green lower clothing, and chunky low-poly proportions. The job begins only when the player presses the prominent red "START JOB" button. On start, reset the player to the southern starting position, reset the getaway car, show all three marked cash pickups, set cash to $0, and update the mission text to "Grab the marked cash and reach the getaway car." The three pickups are placed around the central block at approximately (-8, -7), (7, -8), and (-7, 8). Each is a floating, slowly bobbing and rotating gold ring with a small green banknote-like block inside. When the player comes within about 1.7 world units of one, hide it, add00 to the cash total, and show a brief toast such as "+00 cash". Display a fixed HUD panel in the upper-left with the cyan spaced title "METRO HEIST", the current mission, and bold yellow text "CASH $0 / $300" (updating through00 and00 to $300). Once all $300 is collected, change the mission to "Cash secured — reach the getaway car". The player moves with WASD or arrow keys, can sprint with Shift and jump with Space, and should support mobile joystick movement plus drag-look. Use walk/run/idle animations if available. When the player has collected $300 and is within 4 units of the getaway car, reveal a green "DRIVE" button near the upper-right HUD. Pressing E on keyboard or the DRIVE button enters the car: hide the character, place/control the car at the character's position and heading, and change the mission to "Drive to the green exit zone". Driving uses the same third-person movement controls with a faster vehicle movement speed and no jump. Add a clearly indicated green exit zone at the far/northern end of the main road around (0, 0, -25); when the driven car comes within 6 units of it, finish the job, show a "Clean getaway!" toast, and update the mission to "JOB COMPLETE — hit START JOB to run it again". Do not finish the job before the car reaches that zone. Include an exit-car behavior if supported by the controls, returning the player just behind the car and restoring the mission, but the primary required path is entering the car and reaching the exit. Keep the HUD visually consistent with a translucent nearly-black rounded panel, subtle border and shadow, a red rounded START JOB button, a teal DRIVE button, and a bottom-center translucent help panel reading: "WASD / arrows to move · Shift to sprint · Space to jump · Mobile: joystick + drag look · E / DRIVE to enter car". Use responsive full-screen rendering, a perspective camera, fog, and collision against ground/building/sidewalk solids while road markings and pickups are non-solid. Ensure the game is directly playable in a browser with no menus beyond the HUD, and restarting via START JOB resets the complete mission state.More free browser games