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Arcade › NightForge Online
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kevin Ward built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about NightForge Online yet. Play it, then tell Kevin Ward what you would add next.
NightForge Online was built by Kevin Ward 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 NightForge Online 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 3D third-person/isometric fantasy action-RPG prototype titled “NightForge Online.” Begin with a full-screen founder character creator overlay on top of the 3D scene. Use a dark moonlit fantasy UI with deep navy/green backgrounds, translucent panels, gold/amber highlights, rounded cards, Cinzel-like fantasy headings, and Inter-like readable body text. The creator should say “Create Your NightForge Founder,” explain that this is a fair-play fantasy MMO prototype with a maximum level of 300, and present two selectable lists: exactly 20 races — Human, Elf, Dwarf, Orc, Goblin, Halfling, Dragonborn, Fae, Undead, Troll, Gnome, Aasimar, Tiefling, Lizardfolk, Satyr, Minotaur, Vulpin, Automaton, Merfolk, Giantkin — and exactly 20 classes — Warrior, Mage, Ranger, Rogue, Cleric, Paladin, Druid, Necromancer, Monk, Bard, Warlock, Shaman, Berserker, Alchemist, Summoner, Templar, Gunslinger, Chronomancer, Beastmaster, Spellblade. Highlight Human and Ranger initially, allow changing either selection, and provide an “Enter The World” button. Include a selectable checklist of the visible roadmap/content ideas, synchronized between the creator and in-game roadmap panel; do not imply these checked ideas are already implemented. After entering, show a wide third-person/isometric-style 3D starter landscape called Nightvale. Use a broad rolling green terrain with a tan village path and central plaza, a moonlit night sky, dense fog, many small stars, a large blue moon and blue glow, soft shadows, green grass tufts, and animated glowing fireflies. Populate the hub with low-poly/stylized fantasy RPG assets: tree clusters, four small houses, rocks, barrels, a lake to the left, distant gray mountain ridges with snowy caps, and signs reading “Quest Board / Secure Nightvale,” “Guild Hall / Night Wardens,” “Market / Player Economy,” and “Housing / Moonridge Plot.” Include a cyan glowing rotating portal-like ring in the world, presented as a locked raid portal. The player begins near the central plaza at approximately the path area, and the camera follows behind/above the selected founder. Pull the camera farther back in landscape orientation; in portrait orientation show a prominent rotate-device “Landscape View” overlay after entering the world. The selected class changes the visible hero archetype: use a ranger-like model for default Ranger and classes not mapped to magic or heavy melee, a wizard-like model for Mage/Warlock/Chronomancer/Summoner, and a knight-like model for Warrior/Paladin/Berserker/Templar/Spellblade. Use animated low-poly fantasy character models with idle, run/walk, attack, and hit animations where available. Spawn six low-poly goblin enemies around the landscape. Goblins have 55 HP, pursue the player when within 8 world units, move toward the player until close, and play a melee attack animation nearby; they respawn 8 seconds after being defeated. Do not add player damage or death mechanics that are not present in the prototype. Core goal and progression: complete the quest “Secure Nightvale,” requiring 3 goblin kills and 2 resource gathers. Defeating a nearby goblin within roughly 2.6 units with Attack deals damage based on level, gives 7 gold and 35 XP, increments quest kills, and shows a floating yellow damage number. Gather nearby glowing green rotating/bobbing herb nodes within roughly 2.25 units; there are four nodes in the hub, and each node reappears after 12 seconds. Gathering gives 4 gold, 20 XP, increments quest gathers, and adds one economy material cycling among Glimmer Herb, Iron Ore, and Ancient Wood. Completing the quest grants 50 gold, 80 XP, guild influence if a guild exists, and two market listings, with a success toast. XP levels the hero up from 1 toward level 300; XP required is level × 100 capped at 30,000, and reaching level 300 displays MAX and resets stored XP to zero. Leveling restores the displayed 100 HP value, but do not invent a separate health combat system. Support these controls: WASD and arrow keys move relative to the camera; Space triggers the basic Attack; Q triggers a short-range Cleave affecting enemies within about 3.5 units; R triggers a larger Frost Nova affecting enemies within about 5 units; E triggers Gather. On touch devices provide a circular virtual joystick at bottom-left and four bottom-right buttons labeled Attack, Cleave, Nova, and Gather. Allow dragging directly on the canvas to rotate the camera and adjust pitch. A tap/click on the ground should set a visible ring destination marker and move the player toward it; manual movement cancels tap-to-move. The hero should face the direction of travel. Show brief toast notifications such as “No enemy in range,” “Move near a glowing herb or ore node,” rewards, quest progress, and system actions. HUD after starting: use a top-left translucent brand card reading “NightForge Online” and “fair-play fantasy MMO • max level 300.” Across the top show Hero race/class, Lv 1/300, XP, Gold, and Guild status. Include buttons for Guild, Housing, Market, and Add. Add opens the selectable expansion list. The bottom help pill should explain tap-to-move, joystick/WASD, combat buttons, E/Gather, and Add. Keep the interface responsive, landscape-first, and use the same dark glassmorphism/gold/blue-green visual language. Implement the Guild panel as a functional mock system. The default guild state is unfounded, named Night Wardens, rank Founder, level 1, one member, zero influence, and zero vault gold. Founding costs 50 gold and changes the guild to founded with 5 members and 20 influence. Donate 25 gold to add 25 vault gold and 15 influence; recruit an NPC for 20 gold and add one member plus 10 influence. Guild influence levels the guild when it reaches the current guild level × 100, up to guild level 50. Quest and gathering/combat rewards can add influence only after founding. Display guild name, rank, level, members, influence, vault gold, and action buttons. Implement the Player Housing panel around “Moonridge Plot.” Initially it is unowned, costs 75 gold, has tier 0, zero decor, and 10 storage slots. Buying it creates a visible cottage on the housing plot, changes it to tier 1 and 20 storage, and recolors the plot. Upgrading costs 60 × current tier, increases tier, storage by 10, and decor by 1. Decorating costs 12 gold and places a visible cosmetic barrel/decor item around the cottage. Clearly label housing as cosmetic/storage only with no pay-to-win buffs. Implement the Player Economy/Market panel. Track materials Glimmer Herb, Iron Ore, and Ancient Wood, initially zero. Start with 12 active listings, 5% market tax, and prices of 8g, 13g, and 10g respectively. “Sell Materials” converts all gathered inventory at current prices into gold and adds one listing; “Buy Supplies” costs 18 gold, gives two of a randomly selected material, and reduces listings by one but never below one; “Refresh Prices” fluctuates each price within a 4g–26g range. Show each item’s owned quantity and price. Do not add real networking or paid power. Include a selectable in-game roadmap checklist with expansion ideas such as auction house, additional zones, dungeon finder, guild halls, normalized PvP, crafting, earned mounts, cosmetic-only pets, world bosses, story chapters, talent trees, class ultimates, party roles, reputations, fishing/cooking, furniture, seasonal events without paid power, transmog, controller support, accessibility presets, dialogue choices, telegraphed raids, gathering routes, mini-map, achievements, solo story mode, same-keyboard co-op, procedural caves, weather/day-night cycle, photo mode, guild raids with earned rewards, player shop stalls, and more biomes. Selecting entries should show a toast/count but not implement them. Use a polished low-poly fantasy presentation: moon-blue lighting, emerald grass, cyan glowing interactables, amber/gold buttons and reward text, translucent navy HUD panels, shadowed Quaternius-style RPG models, animated idle/run/action states, and a calm but readable night hub. Expose a structured game-state interface if supported, including hero race/class/level/xp/gold/hp, player position/rotation, quest progress, guild, housing, inventory, market prices/listings, enemy status, camera yaw/pitch, selected roadmap items, maximum level, started state, and paused state.