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Arcade › Night Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Viktor “Pathfinder” Pathfinder built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Night Drift yet. Play it, then tell Viktor “Pathfinder” Pathfinder what you would add next.
Night Drift was built by Viktor “Pathfinder” Pathfinder 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 Night 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.
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 Three.js-style 3D game titled “Night Drift.” The player pilots a small futuristic blue hovercraft/spaceship through a dark neon nighttime city-like space and collects floating energy orbs. Use a third-person chase camera: perspective field of view about 65 degrees, initially behind and above the ship, with a smooth lerp follow and camera looking toward the ship. The scene should feel almost black with deep navy/purple fog, scattered glowing colored lights, and a dark futuristic atmosphere. Use the provided equirectangular_projection_36.jpg as the scene background/environment if available. Build the environment as a large dark ground plane about 180×180 units, slightly below the ship, with a subtle dark-blue square grid texture repeated across it. Add a sparse procedural city grid of dark, narrow rectangular buildings distributed around the play area, generally 3–17 units tall, with occasional tiny emissive windows in cyan, orange, magenta, yellow, blue, and green. Leave the immediate starting area open. Include a distinctive tall dark tower toward one side of the city, approximately 28 units tall, with several evenly spaced bright blue horizontal accent bands and a faint translucent blue beam extending upward from its top. Add a very large field of faint blue stars/particles overhead and around the city. The player ship is a compact low-poly neon-blue aircraft/hovercraft. Its central body is a flattened rectangular prism roughly 1.4 wide, 0.3 high, and 2.8 long, with a glossy metallic blue material and slight blue emissive glow. Add a transparent cyan-blue raised cockpit canopy near the front/top, two broad angular side wings extending left and right, two small rear tail fins, a pulsing cyan exhaust at the rear, and a faint glowing blue circular ring beneath/around the craft. Start it near the center of the open area at approximately (x=0, y=5, z=12), with y representing altitude. Place exactly 25 collectible energy orbs throughout the 3D area. Distribute their x and z positions randomly across approximately -27.5 to +27.5, excluding the central starting region where both absolute x and z are less than 4, and distribute their altitude from y=2 to y=12. Each orb is a small glowing colored sphere with a brighter emissive core and a larger translucent halo; use a palette of orange, pink, green, cyan/blue, and coral. Make them gently bob up and down. The player collects an orb when the ship comes within 2 world units; hide the orb immediately, add 100 points, increase the collected count, and play a short bright two-note electronic pickup sound. There are no enemies, weapons, health, lives, fuel, or physical building collisions: the only objective is collecting all 25 orbs. Controls: WASD or arrow keys move horizontally/forward-backward in the world (W/up moves toward decreasing z, S/down toward increasing z, A/left toward decreasing x, D/right toward increasing x). Space moves upward; either Shift key moves downward. Use direct movement at about 14 units per second, with no inertia. Clamp the ship within x and z = -47…47 and altitude y = 1.2…35. Smoothly bank/tilt the craft while moving: horizontal movement rolls it, forward/back movement pitches it, and it subtly yaws. Pulse the engine exhaust and under-ship ring glow over time. Keep the camera following smoothly from an offset approximately (0, 5, 10) relative to the ship. Add a minimal fixed HUD over the canvas in a cyan glowing monospace/Courier style. Put “SCORE: 0” at the top-left with large lettering and letter spacing, updating by 100 per orb. Put “ORBS: 0 / 25” at the top-right, updating as orbs are collected. At the bottom center show the semi-transparent instruction text: “WASD — FLY · SPACE UP · SHIFT DOWN · COLLECT THE ORBS”. When all 25 orbs have been collected, show a centered cyan glowing completion overlay reading “✨ COMPLETE ✨” with the smaller subtitle “all orbs collected,” and play a short ascending three-note victory chime. Make the overall visual style sparse, low-poly, neon sci-fi, with cyan HUD text against a black/dark-blue night scene. Ensure it runs full-screen in the browser and resizes with the viewport.