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Missile Silo

  • 3d
  • interactive-fiction
  • branching-narrative
  • atmospheric
  • sci-fi
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daniel Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Missile Silo yet. Play it, then tell Daniel Sidorkin what you would add next.

Make your own game

Missile Silo was built by Daniel Sidorkin 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 Missile Silo 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 Missile Silo

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 small first-person 3D interactive branching narrative called “Missile Silo,” using Three.js or an equivalent browser 3D engine. Render a dim, minimalist missile-silo interior: an enclosed 14 x 9 x 14 box room with dark blue-gray walls/floor/ceiling, viewed from inside with a wide 70-degree perspective camera. Put the player as a simple dark blue-gray, eight-sided cylindrical humanoid marker about 1.8 units tall at (0, 0.9, 2.5), behind the console. Aim the camera from approximately (0, 3, 7) toward (0, 2, -2), so the player and room are visible in a sparse, low-detail composition. At the far end, place a console-like red button assembly: a dark circular cylinder base at (0, 1.3, -4.5), topped by a smaller bright red cylinder at (0, 1.55, -4.5). Light the room with dim ambient gray light plus a white directional light from above/front; use flat Lambert-style shading and no textures. The attached visual style is stark and atmospheric: large simple geometric planes, very dark walls, a muted gray floor/interior, and a clean uncluttered frame.

Overlay a bottom-centered, white monospace narrative HUD. Display one story message and a row of HTML-style rectangular buttons with dark/default browser styling, each padded and spaced. Begin with: “You stand in the missile silo. A red button pulses. The globe shows the world sleeping.” Give choices “Touch the button anyway” and “Step back and wait.” Touching advances to: “The globe flickers red. A voice says: ‘Launch sequence initiated...’” with choices “Confirm launch,” “Abort now,” and “Inspect the panel.” Inspecting says: “You see a hidden switch and a timer.” Then offer “Flip the switch,” ending with “The missiles disarm silently. You saved everyone.”, or “Wait for the timer,” ending with “The timer hits zero. Everything ends in light.”

The wait branch says: “You wait in silence. The warning light slowly fades.” Offer “Check the radio,” “Leave the silo,” and “Sit on the floor.” Check radio says: “Radio crackles: ‘Is anyone there?’” and offers “Respond” -> “Help arrives. Crisis ends peacefully.” or “Stay silent” -> “The voices fade. You remain alone.” Leave immediately ends with “You walk out into the night. The world continues unchanged.” Sit says: “You sit quietly. Time passes.” and offers “Fall asleep” -> “You wake up hours later. The crisis is over.” or “Keep waiting” -> “Nothing happens. You leave at dawn.”

The confirm-launch branch changes the referenced globe/world status to hot red/orange and says: “Missiles rise across the globe. The world map burns.” Offer “I regret it” -> “The sky is fire. You sit alone in the dark.” or “I feel nothing” -> “You watch the globe go black.” The abort branch says: “Systems power down. The globe returns to blue.” Offer “Report the incident” -> “You are relieved of duty.” or “Say nothing” -> “You carry the secret forever.” Every ending displays a centered “Play again” button that reloads/restarts the experience. Keep the scene continuously rendering and update the camera on window resize. The original source references a globe in its narrative and launch color change but does not actually construct a visible globe mesh, so do not add extra gameplay systems, enemies, weapons, movement, scoring, or invented mechanics; if implementing the launch color change, use only a simple existing world/globe element or leave the textual state as the main effect.

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