Click the game above and it runs right here in your browser. No download, no installer,
no account needed. Valent Habbie built it with Cinevva, so it works on a phone or a tablet too.
Discussion
Nobody has said anything about Midnight Wrench yet. Play it, then tell Valent Habbie what you would add next.
Make your own game
Midnight Wrench was built by Valent Habbie 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 Midnight Wrench 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 Midnight Wrench
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 first-person 3D exploration/garage progression game titled “Midnight Wrench,” set at night in a stylized low-poly industrial city. Use a dark navy-black sky/background with light fog, cool blue moonlight and soft warm emissive street lamps. The player is an invisible first-person character/capsule walking through a large open world made from simple blocky geometry and a few low-poly vehicle models. The camera is an FPS perspective camera with mouse/touch drag to look; support WASD or arrow keys to walk, Space to jump, and E to interact. On touch/mobile, provide a prominent bottom-center INTERACT button. Movement should feel like walking around the world rather than driving vehicles.
World layout and visible landmarks: place a garage on the west side, around a blue-gray garage building with a dark garage door and a visible racing-pit/garage model nearby; place a junkyard to the east with a fence, a pile of scrap, a small office, and a wrecked low-poly sedan; place a race strip to the south with a long dark road, a reddish starting area, yellow start stripes, and a sports sedan. Add a broad block-built city around these locations: long north/south and east/west roads, loop roads around the perimeter, repeated warehouse and apartment blocks, distant city blocks, street lamps on both sides of the central road, and large distant signs. Keep geometry simple, chunky, and geometric, with materials in muted blue-gray, slate, dark charcoal, rusty orange, and red-brown. Use shadows, fog, and subtle emissive lighting for the midnight atmosphere. Include a starter pickup near the garage, a wrecked sedan in the junkyard, and a sports/race sedan on the strip; the player does not enter or drive them.
Implement this exact progression and state system. Start with cash
0,000, 1 car, 0 parts, an unrepaired state, 0 race wins, and engine/build “naturally aspirated.” Start the player near the starter pickup and garage. The top-left mission reads “Find a wreck at the junkyard.” Walk near the junkyard interaction area and press E or tap the interaction button: if parts are 0, salvage the wreck and set parts to 4, changing the mission to “You salvaged 4 usable parts. Take them back to the garage.” If the yard is interacted with again after that, say “The yard is picked clean for now.”
At the garage, interaction should require at least 2 parts. If the player has enough and the car is not repaired, consume 2 parts, set repaired=true, increase cars from 1 to 2, and display “Junkyard sedan repaired. Pick an engine tune: NA, turbo, or supercharger.” Subsequent garage interactions cycle the engine build through “naturally aspirated,” “turbo,” and “supercharger,” displaying “Installed [engine]. Walk to the strip and race for cash.” If the player has fewer than 2 parts, display “Bring at least 2 parts from the junkyard.”
At the race strip, interaction should only launch a race if the sedan has been repaired. If unrepaired, display “Repair a car before racing.” If repaired, set a race-active state, run a short 6.5-second timed midnight race, and display “Race live — hold the line and beat the clock!” When the timer ends, automatically count a win, award cash equal to $850 plus
25 times the new race-win count (first payout $975), stop the race, and display “You won the midnight race: +$[payout]. Tune again or explore.” The player remains on foot; this is an abstract timed race interaction rather than a driving sequence. Allow repeated races and repeated tuning.
Build the HUD as fixed, translucent dark glass panels with rounded corners and thin blue-gray borders. Top-left show the uppercase blue title “MIDNIGHT WRENCH” and the current mission text. Top-right show live values in this format: “Cash
0,000,” “Cars 1 · Parts 0,” and “Build naturally aspirated,” with values highlighted mint green. Near the bottom center show a contextual hint: when not near a landmark, “WASD / arrows to walk · E to interact · drag to look · Space to jump”; when near a landmark, show “E / tap interact — GARAGE,” “E / tap interact — JUNKYARD,” or “E / tap interact — RACE.” The main button should change contextually to “REPAIR / CUSTOMIZE,” “SALVAGE WRECK,” or “CHECK RACE,” otherwise “INTERACT.” Show a bottom legend reading “Garage: repair + customize · Junkyard: salvage · Strip: race for cash.” Also include a bottom-center “START MIDNIGHT RACE” warning-colored button when near the race strip and no race is active, matching the original UI presentation; the primary interaction remains E/tap interaction.
Use proximity zones approximately 7 units for the garage, 8 for the junkyard, and 8 for the race strip. Keep the presentation faithful to the screenshot: the initial view is close to a large blocky blue-gray vehicle/garage-like structure, with the mission and stats panels visible above, the instruction panel above the blue INTERACT button, and no unnecessary menus or combat. The tone is atmospheric, quiet, and arcade-like: explore the midnight city, salvage parts, repair and tune a car, then repeatedly race for money.