Arcade › Phantom Farm Revamped
Click the game above and it runs right here in your browser. No download, no installer, no account needed. fstartwenty13 built it with Cinevva, so it works on a phone or a tablet too.
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Phantom Farm Revamped was built by fstartwenty13 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 Phantom Farm Revamped 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.
Recreate a browser-based 3D first-person/third-person ghost-hunting exploration game titled “Phantom Farm Revamped.” Use Three.js or an equivalent real-time 3D engine with a dark neon-spooky presentation. Begin with a full-screen title overlay: a very dark navy-to-purple gradient, large widely letter-spaced glowing cyan text “PHANTOM FARM,” green subtitle “REVAMPED,” centered copy reading “Hunt ghosts in the night. Vacuum them up. Sell for ecto coins. Upgrade your gear. Explore the open world. Beware the fog in locked zones.”, a green-outlined dark button labeled “ENTER THE NIGHT,” and small instructions “WASD to move • Mouse to look • Left Click to vacuum • P to pause • F5 to toggle view.” Clicking the button hides the title, locks the mouse pointer, and begins play. The game is a large open 3D night world viewed by default in first person, with a circular translucent crosshair centered on screen. The scene has a deep blue night background, bluish fog, a large green/brown ground plane, soft moon/night lighting, shadows, and a blocky low-poly aesthetic. The player is a simple Roblox-like block character in third person: blue rectangular torso and legs, peach block head and arms, a dark backpack on the back, and a handheld colored vacuum nozzle. In first person the player mesh is hidden and the camera is positioned at head height; F5 toggles third person, showing the avatar from behind with a camera several meters back. Mouse movement controls yaw and pitch (clamped vertically), WASD or arrow keys move relative to facing, and movement has a small walking limb animation. Left mouse held continuously activates the vacuum, raises the arm, displays a stream of roughly 180 glowing additive particles from the nozzle, and drains ghosts in a forward cone. The vacuum reaches about 15–16 world units and affects targets within a forward-facing cone; it should not pull ghosts toward the player. A click also has a single-shot nearby vacuum interaction fallback when not already vacuuming. P toggles a pause menu and releases/reacquires pointer lock. Show a minimal HUD over the game: upper-left green text with the current region and “Antenna Lv.X” (initially “Plains • Antenna Lv.1”); upper-right gold “Ecto Coins: 0”; directly below it green “Bag: 0/5.” Keep the crosshair centered. The player begins with 0 coins, a level-1 antenna, a basic backpack capacity of 5, and a standard nozzle. Ghosts are animated, floating/bobbing low-poly ghost models tinted by type, with a colored emissive glow. Initially place three plains ghosts near the hub (two Whisps and one Twig Spirit) and two city ghosts farther west. The main world should have rectangular region boundaries and progression gates controlled by antenna level. Include a central enclosed research-facility hub approximately 38 by 38 units: gray-blue floor, four-and-a-half-unit-high walls with a front doorway opening, and a ceiling. Put a large dark metallic cylindrical selling tank around (0, -8) and a wooden/dark shop counter around (-8, -8). The player can press E near the tank to sell every ghost currently stored, gain the sum of their individual coin values, empty the bag, and show floating green text such as “Sold for 70 coins!” Press E near the counter to open the upgrade shop. Build the surrounding regions using these approximate world coordinates and required antenna levels: Hub (-25..25 x, -25..25 z), Plains (-90..90 x, -90..90 z), City (-220..-85 x, -70..70 z), Scrapyard (-300..-215 x, -70..70 z), Wild West Desert (-70..70 x, -220..-85 z), Sewers (-140..-100 x, -40..40 z), Secret Lab (-70..70 x, -300..-215 z), and Mines (-70..70 x, -380..-295 z). The world boundary is about x=-380..95 and z=-380..95. Make the Plains mostly grassy with scattered trees and grass patches. Make the City contain several low-poly buildings and straight road pieces. Add a dark metal manhole around (-160,0); when antenna level is at least 3, pressing E nearby toggles entry to a darker sewer space and moves the player to the sewer area. Make the Scrapyard contain brown junk boxes, barrels, and some raised stacked platforms. Make the Desert a large tan sand patch with scattered angular rocks. The Secret Lab and Mines can remain broad gated zones represented by the world terrain/fog, matching the progression structure. Locked areas must be visibly intimidating: when the player enters a region whose required antenna level is higher than their current level, use dense black fog close around the player and do not spawn ghosts there. The antenna levels unlock, in order, Hub/Plains at 1, City at 2, Sewers at 3, Scrapyard at 4, Desert at 5, Secret Lab at 6, and Mines at 7. Ghosts should spawn only in the player’s current unlocked region, approximately every 4.2 seconds with a maximum of about 9 active ghosts, plus occasional extra Plains/Hub spawns. A spawned ghost must be inside the region boundary. Implement these ghost species and exact gameplay data, grouped by region: Plains/Hub — Whisp (mint, 10 coins, 30 health, “A faint glowing spirit of the plains. Easy to catch.”) and Twig Spirit (green, 15 coins, 40 health, “A nature spirit made of twigs and leaves.”); City — Fancy Ghost (blue, 40 coins, 60 health, “A sophisticated ghost in a business suit. City dweller.”) and Hobo Ghost (brown, 35 coins, 55 health, “A ragged ghost wandering the city streets.”); Sewers — Bin Bag Ghost (gray, 60 coins, 80 health, “Trash spirit from the sewers.”) and Grime Spirit (green, 55 coins, 75 health, “Slimy sewer dweller.”); Scrapyard — Robo Ghost (gray-lavender, 80 coins, 90 health, “Mechanical ghost from the scrapyard.”) and Rust Specter (rust orange, 75 coins, 85 health, “Corroded metal spirit.”); Desert — Bandit Ghost (dark brown, 90 coins, 100 health, “Outlaw ghost of the desert.”) and Sheriff Ghost (green, 85 coins, 95 health, “Lawman spirit of the wild west.”); Secret Lab — Scientist Ghost (light blue, 100 coins, 110 health, “Lab researcher ghost.”) and Alien Ghost (bright green, 95 coins, 105 health, “Otherworldly visitor.”); Mines — Rock Ghost (brown, 110 coins, 120 health, “Stone spirit of the mines.”) and Miner Spirit (ochre, 105 coins, 115 health, “Hardworking ghost of the quarries.”). Ghosts bob gently while idle and use a looping idle animation if available. While vacuumed, their emissive intensity pulses with the selected nozzle’s effect color. Hold the vacuum until health reaches zero; then remove the ghost, add its type to the backpack, mark it discovered, and show floating text such as “+10 coins worth captured!” Do not add a ghost if the backpack is full. The shop must be opened at the hub counter and provide three upgrade tracks, with buttons showing costs and relevant stats. Backpacks: Basic Backpack level 1, capacity 5, free; Reinforced Backpack level 2, capacity 12, 120 coins; Pro Vacuum Pack level 3, capacity 25, 350 coins. Nozzles: Standard Nozzle level 1, drain 8/s, free, blue; Turbo Nozzle level 2, drain 16/s, 180 coins, purple; Plasma Nozzle level 3, drain 28/s, 420 coins, orange/red. Antennas: levels 1 through 7, costs 0, 500, 850, 1400, 2100, 2900, and 3800 coins. Purchasing updates the backpack size/color, nozzle color/particle size/effect color, antenna HUD level, and access to regions. The pause menu should include Resume, Ghost Log, Fast Travel, Admin Access, and Return to Main Menu. Ghost Log lists all species, their discovery status, value, health, and description; discovered entries show a simple colored glowing rectangular preview with a ghost-face symbol. Fast Travel offers unlocked buttons for Lab/Hub, Plains, City, Sewers, Scrapyard, Wild West Desert, Secret Lab, and Mines, moving the player to each region center and restoring normal or sewer-dark background as appropriate. Admin Access should show a password field and unlock-all behavior using the existing password “Admin246810”: set antenna/backpack/nozzle to max, ensure at least 2500 coins, and mark every ghost discovered. Keep all interface styling monospaced/Courier-like, dark translucent green panels with bright cyan/green borders, glowing text, gold coins, and neon mint accents.