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Arcade › Mile 33
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daniel Wallace built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mile 33 yet. Play it, then tell Daniel Wallace what you would add next.
Mile 33 was built by Daniel Wallace 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 Mile 33 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 browser-based 3D horror chase survival game titled “Mile 33,” using Three.js and a dark, atmospheric third-person camera. The player controls a small glowing cyan-blue signal bot on a long, narrow forest road at night. Use a dark blue-black scene with exponential fog, moonlike cool lighting, soft shadows, and red light/glow around the enemy. Surround the road with scattered dead trees and rocks. The road should run along the Z axis, with the camera positioned behind and above the player, smoothly following from a rear three-quarter view and looking ahead down the road. Put mile marker posts along the roadside, including a red-highlighted “MILE 33” marker. At the start, show a full-screen dark translucent start overlay with a red/pink glowing “MILE 33” heading, this premise: a normal bot-following walk turns into a corrupted chase; keep the squad close, survive each character trial, and do not let the red bot catch you. Explain keyboard controls as WASD/arrow keys to move and Space to sprint, and provide a prominent rounded red “Start the trail” button. On touch devices, show a translucent four-direction on-screen D-pad at bottom left and a circular RUN button at bottom right. The HUD remains over the 3D scene: a translucent objective panel at top left and a red-tinted stats panel at top right showing the current act out of six, living squad count, fear percentage, and miles traveled. Show temporary centered black/red-bordered story and event messages. Begin with the player near five small bot followers. The followers should use cute alien-like animated 3D models when available, or simple rounded gray robot bodies with glowing eyes as a fallback. They follow and reposition around the player, staying close. The player moves at normal speed 8 and moves at sprint speed 13 while Space/RUN is held; clamp movement to the road width, approximately x=-4.05 to 4.05, and the playable road length, approximately z=32 to z=-242. The player’s blue body should rotate toward movement. Arrow keys should map to the same movement directions as WASD. The opening is peaceful until the player reaches approximately z=-47, where the bots stop and a message announces Mile 33 and something lying in the road. Freeze the squad. At approximately z=-54, reveal the object: a bot head with a dark visor glowing red and a red glitch stain. At approximately z=-60, one living bot is dismantled/disappears, the remaining bots unfreeze, and a corrupted red stalker appears behind the player. Use a skull/ghost-like animated monster model for the stalker when available, otherwise use a red capsule-like fallback. It should hover slightly, pulse vertically, cast a red light, and chase either the player or a nearby living bot. If it reaches the player, end the game. If it reaches a bot, remove that bot, increase fear, hide it, and show a message. After the chase begins, implement six sequential acts/trials with escalating fear gain and stalker speed. The objective and act name should update in the HUD and in event messages. Fear is capped at 100%; if fear reaches 100% before the final scripted act, or all bots are lost, show GAME OVER. Reduce fear by 16 when advancing to a new act. The six acts are: 1. “Tails Part” / Scout Part: the goal is “Keep 3 bots alive until the siren ends.” Run the chase for 28 seconds and advance only if at least three bots remain alive. Start with stalker speed about 5.0 and fear gain about 2.2 per second during the chase. 2. “Knuckles Part” / Guardian Part: the goal is “Touch all 3 crystal beacons.” Place three glowing blue crystal beacons on the road around z=-90, -108, and -126. The player must touch each one; make it disappear and display Beacon 1/3, 2/3, and 3/3 feedback. Then advance. Use stalker speed about 5.6 and fear gain about 2.6. 3. “Eggman Part” / Inventor Part: the goal is “Dodge the red mines and reach the gate.” Place 11 red glowing mines at varied lane positions along the road from approximately z=-136 onward, spaced about six units apart. Touching a mine deactivates it, bumps the player slightly backward, increases fear by 18, and displays a red mine hit message. Advance when the player reaches approximately z=-190. Use stalker speed about 6.1 and fear gain about 3.0. 4. “Amy Part” / Rose Part: the goal is “Rescue 2 frozen bots, then run.” Freeze two living bots and place them around x=-2.5 and x=2.5 near z=-194 and -199. When the player comes within about 2.2 units, unfreeze each and count it as rescued, with 1/2 and 2/2 feedback. After rescuing both and reaching approximately z=-203, advance. Use stalker speed about 6.6 and fear gain about 3.4. 5. “Cream Part” / Rabbit Part: the goal is “Stay in the light rings.” Place three large glowing yellow/orange torus rings on the road at approximately (-2.2,-205), (2.2,-219), and (0,-235). Activate only the first ring initially. When the player enters the active ring, deactivate it, activate the next ring, count progress, reduce fear by 28, and display Light ring 1/3 through 3/3. Advance after all three are reached. Use stalker speed about 7.0 and fear gain about 4.0. 6. “Sally Part” / Final Part: the goal is “Final scripted loss: survive as long as you can.” This is intentionally unwinnable. Continue the chase for up to roughly 24 seconds, or until fear reaches 100% or all bots are gone, then end with GAME OVER and a message explaining that the red bot catches everyone and this part is unwinnable by design. Use stalker speed about 7.8 and fear gain about 5.2. Do not present this as a normal victory condition. Use the visual language shown by the interface: nearly black background, cool gray/blue forest and road, bright cyan player and beacons, orange-yellow rings, and intense crimson red for the corrupted bot, mines, marker, warning messages, and start-screen accents. Use responsive full-screen rendering with antialiasing, capped device pixel ratio, fog, and shadows. The playable game should be interactive immediately after pressing Start, with smooth movement, follower behavior, collisions/proximity checks, progressive objectives, chase pressure, and clear HUD state. The game should end with either an “ESCAPED” message if a sequence somehow completes or “GAME OVER” messages for failure, while faithfully retaining the scripted final loss for the normal six-act path.