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Arcade › Orbital Frontier
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ali Mujtaba built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Orbital Frontier yet. Play it, then tell Ali Mujtaba what you would add next.
Orbital Frontier was built by Ali Mujtaba 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 Orbital Frontier 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 third-person 3D exploration game titled “Orbital Frontier.” Set it on the alien planet Astra-7: a broad flat circular landing area with dark purple/mauve ground, a nearly black navy sky/background, atmospheric fog, and dramatic lighting from a warm low red-dwarf-like sun plus cool blue rim/fill light. Use soft real-time shadows and a polished stylized sci-fi/low-poly look. The camera should be a perspective third-person follow camera positioned behind and above the player, roughly 8 units away, with the player centered as they explore. The player starts near the front of a large futuristic research base at approximately the center of the area. The base is a wide squat domed metallic habitat with segmented gray-blue panels, a darker horizontal lower band, two large round black porthole/windows on its front, a small raised rim/platform and several thin landing legs. Place scattered large rocks, two lava-like alien trees, and 18 bright cyan-blue glowing energy crystals around the surface. Crystals are small faceted octahedrons, float slightly above the ground, rotate continuously, cast shadows, and emit blue light. Arrange them in a wide ring/field around the starting area; walking within about 1.35 units collects one, removes it from the world, and increments the collection count. The controllable explorer is a small stylized astronaut/alien character, preferably a green frog-like astronaut named Finn, wearing a space suit and carrying a compact futuristic pulse gun. While the character asset loads, show a simple cyan glowing astronaut placeholder consisting of a capsule body and dark visor. Add a glowing cyan circular marker/ring on the ground beneath the player so they remain easy to locate. Start a bee-like astronaut companion just behind/right of the player; it also carries a pulse gun and idles in place. Include several wandering alien astronaut characters around the perimeter: two bee-like scouts, two red-panda-like guardians/nomads. They should play idle animations and move slowly around local home positions in loose sinusoidal wandering paths, turning in their direction of travel. They are ambient NPCs, not enemies. Include a city district extending away from the landing base along a dark paved main road. Build a straight road with sidewalks and a cross street, plus simple readable landmarks: a white hospital with a red roof/accent and sign, a golden/yellow school with a blue roof/accent and sign, and two purple houses with orange roof accents. Populate it with parked low-poly vehicles including two sedans, an ambulance, a tractor, and a simple red-framed parked bicycle. Add three small animated alien astronaut road NPCs (bee, red panda, flamingo) moving along the road lanes; loop them from one end of the road to the other while playing walk/idle animations. Place a red-panda-like NPC outside the hospital. Movement must support WASD and arrow keys, with third-person directional movement, jumping with Space, and sprinting with Shift. Use acceleration/animation states appropriate to the controls: idle when still, walk when moving normally, run when sprinting, jump/fall while airborne. Apply gravity and a clear jump arc, with a slope limit around 38 degrees and movement speed around 5.5. Make the player face their movement direction. On mobile, provide touch movement controls through the touch-capable control system. Add an attack action on F and a clearly visible mobile “⚡ Attack” button at the lower right. Attacking does not need to damage or remove NPCs; it should visibly play a short sci-fi pulse burst from the gun/player: a bright cyan-white muzzle flash, expanding cyan shockwave ring, and eight glowing faceted sparks that radiate outward and fade in roughly 0.4–0.7 seconds. Use a gun-shoot or punch animation if available during the attack. Create a minimal HUD over the 3D scene. In the upper-left, show a translucent dark navy rounded panel with a thin pale-blue border, the uppercase cyan title “ORBITAL FRONTIER,” and a status line initially reading “Loading planet…” and then something like “Explore Astra-7 · Energy collected: 0 / 18 · Aliens nearby: 4 · Player + gun online.” In the upper-right, show a rounded blue button labeled “Start exploring”; after clicking, change it to “Exploring,” reduce its opacity, and disable it. Along the bottom center, show a translucent pill hint reading “WASD / arrows to move · Space to jump · Shift to sprint · touch controls appear on mobile.” Keep the UI responsive on narrow screens, with slightly smaller/inset panels. The collection status must update live as crystals are gathered, and the HUD should communicate the current energy count out of 18 and the ambient alien count. Do not add health, lives, ammo, timed missions, enemy combat, or other systems not described above.