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Orange Storm

  • 3d
  • fps
  • horror
  • sci-fi
  • stealth
  • rescue
  • atmospheric
0
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How to play

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

Discussion

Nobody has said anything about Orange Storm yet. Play it, then tell Jori Kosek what you would add next.

Make your own game

Orange Storm was built by Jori Kosek 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 Orange Storm 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 Orange Storm

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-playable first-person 3D FPS prototype titled “SCP: Orange Storm” (also branded Orange Storm). The player is Dr. F4llcon, a Foundation operative in a dark Siberian industrial lab, on a redemption mission: rescue six fungal-mind-controlled victims and then reach extraction. Begin with a centered dark translucent start panel reading “SCP: Orange Storm,” “You’re Dr. F4llcon. Operation Orange Storm — rescue fungal-controlled victims and extract.”, “Click to begin (Pointer Lock). Esc to release the mouse.”, and a brown/orange Start button. Once started, capture the mouse for FPS look; Esc releases it. Show a nearly black, cold blue-gray 3D environment with fog, hard/subtle shadows, low visibility, and flickering cold overhead lights. Use a large square single-level lab blockout: a 60-by-60 enclosed arena with perimeter walls, interior horizontal dividing walls and nested corridor/room partitions, plus occasional dark industrial pillars. The floor is dark blue-gray, the walls are desaturated steel-blue, and the overall atmosphere is moody and STALKER-like. Put the player near the southwest corner at approximately (-24,-24), using a first-person camera at eye height with WASD movement, mouse look, and collision against walls/pillars.

The HUD should stay in the upper-left in a restrained dark panel and show HP (starting at 100), AMMO (12/48), RESCUED (0/6), and OBJECTIVE (“Find victims in the lab.”). A small crosshair sits at screen center. At bottom-left show the controls: “Click to lock mouse • WASD move • E rescue • R reload”; the actual game also supports Shift sprint, F flashlight, and Esc unlock. Include a small lower/center message area for transient notices such as reloading, hits, interaction feedback, and mission status.

Implement a simple pistol: magazine size 12, reserve ammunition 48, 34 damage per shot, roughly 0.12 seconds between shots, and a roughly 0.95 second reload on R. Left click fires only while pointer lock is active, using a forward camera ray up to about 40 units; show a brief impact puff at enemy or environment hit points and play simple synthesized shooting/reload/hit/rescue cues. Empty weapons display “Click. Empty.” Shooting creates a loud noise event that enemies can hear.

Place six gray-blue humanoid capsule victims in the facility at positions corresponding to roughly (-22,-4), (-20,22), (22,-22), (18,-6), (-6,18), and (6,-18). They initially stand idle and are not counted until the player presses E near one (within about 2.1 units). Interaction should make SCP-999 break the fungal control: mark the victim rescued, give it a warm orange glow/halo, make it follow the player, increment RESCUED, and display “SCP-999 breaks the fungal control. Victim rescued.” Once all six are rescued, change the objective to “Reach the extraction beacon (green light).” and display an extraction message. Rescued victims should follow just behind/near the player.

Add SCP-999 as a small glossy, semi-transparent orange slime sphere that starts near the player, visibly follows/bobs behind them, casts a warm orange light, and acts as support. When the player is within about 2.4 units and below full health, SCP-999 heals at about 3.5 HP per second, with occasional soft audio cues. The companion is the warm color contrast against the cold lab.

Add five dark, box-shaped fungal cyborg drones with small red eye lights, placed throughout the facility (roughly at (-6,-6), (8,6), (-18,14), (16,-16), and (24,0)). Each has 100 HP and uses basic states: patrol between wandering points, investigate recent noise, chase after seeing the player, search the last seen position after losing sight, and briefly seek cover when damaged and sufficiently weakened. Give them a movement speed around 2.55, a vision range of about 20 units and a roughly 65-degree field of view, with line-of-sight blocked by the lab walls. Sprint footsteps make periodic smaller noise events; gunshots make larger noise events. Drones should hear noises within their event radius, investigate, see the player only with distance/FOV/line-of-sight checks, and shoot during chase or cover when within about 18 units and unobstructed. Enemy shots deal distance-scaled damage of roughly 4–12 HP and show “Hit! Find cover.” Dead drones disappear.

Place the extraction objective in the southeast corner at about (24,24): a bright green vertical beacon cylinder with a green point light. It only completes the mission when all six victims have been rescued and the player approaches within about 2.5 units. On success set the objective to “Extraction complete.” and display “Mission complete — Operation Orange Storm succeeds.” If HP reaches zero, end the run with “KIA — press Start to try again.” and a failure message. Use simple Tone.js-style synthesized tones/noise for shooting, reloading, rescue/healing, flashlight, enemy fire, win, and lose sounds.

Implement a flashlight toggled with F. It should be a cool white-blue spotlight and nearby fill light aimed from the camera, with a 100-unit battery that drains at about 0.85 per second while on and recharges slowly at about 0.22 per second while off; automatically turn off at empty, show flashlight state and battery in the HUD if room permits, and warn “Battery dead.” Use a cold blue-gray ambient/hemisphere light, very dim directional light, subtle blue overhead point lights with flicker, dark fog extending through the lab, and a warm orange light attached to SCP-999. Keep the presentation minimalist, low-poly/blockout, atmospheric, and readable rather than adding decorative features or mechanics not described here.

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