Appearance
Arcade › Planet Rush
Racers, take your marks.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sidak Singh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Planet Rush yet. Play it, then tell Sidak Singh what you would add next.
Planet Rush was built by Sidak Singh 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 Planet Rush 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 3D sci-fi racing game called "Planet Rush" with the following specifications: **Perspective & Camera:** Third-person 3D view with perspective camera positioned behind and above the player's car at approximately (x*0.45, 7.8, playerZ+16), looking down the track. Field of view dynamically increases from 64 to 74 degrees based on speed to create a sense of velocity. **Visual Style & Setting:** Futuristic alien planet racing with a neon-lit aesthetic. Dark atmospheric skies with fog. Four distinct planet themes that cycle through progression: Astra (deep blue/purple with cyan neon), Vulkar (dark red/volcanic with orange neon), Glacia (icy blue with white neon), and Jungle Prime (dark green with lime neon). Each planet has a uniquely colored sky, ground plane, track surface, and glowing lane markers. Starfield background with 300+ distant points that rotate slowly. Decorative dodecahedron-shaped crystal rocks in purple and cyan scattered along track edges. Illuminated archway gates every 72 meters down the track alternating between cyan and yellow. Glowing plasma guard rails on both sides of the track in the planet's accent color. **Track Design:** Straight 3-lane racing track (lanes at x positions -3.2, 0, 3.2) extending 1450 meters with a 14-unit width. Track has subtle emissive lane divider lines. Ground plane extends 90 units wide. Finish line is a bright white bar at the end. Three.js PBR materials with proper shadows. **Player Avatar:** Racing car model (3 selectable variants from Kenney Racing Kit): Comet (green, balanced stats), Blazer (orange, fastest with less grip), or Phantom (white, best handling). Car scale 2.25, casts and receives shadows. Car tilts left/right based on steering input (max ±0.25 radians). **Core Racing Mechanic:** Race against an AI alien opponent to reach the finish line first across 50 progressive races per planet. Race difficulty increases each race through faster AI speed (base 50 + race*0.78 + planet*5.8). Every 50th race is a boss battle where the alien starts ahead and has 10+ health that must be depleted. Winning earns 85+ credits (scales with race number and planet), boss wins earn 650+ credits. Losing gives 25 consolation credits. After 50 wins, jump to the next planet with harder opponents. **Player Movement & Controls:** - A/D or Arrow Left/Right: Steer between lanes with damped lane-switching (2.65 + grip upgrades base rate), floating lane positions from 0-2 that interpolate smoothly to actual lane X positions - W or Arrow Up: Accelerate boost toward max speed of 58 + engine upgrades (~6.4 per level) + car-specific speed bonus - Space or FIRE button: Shoot cyan laser projectiles forward (cylinder mesh 1.5 units long, 0.08 radius) that travel at 92+ units/sec, cooldown 0.45 seconds reduced by blaster upgrades - G or JUMP button: Jump (initial vertical velocity 8.8, gravity -22) to clear mines when near ground, 0.35s cooldown - H or NITRO button: One-time-per-race speed burst adding 32+ to speed and +40+ to max speed temporarily (2.05 second duration) - Speed naturally damps toward max speed with acceleration coefficient 42 when boosting, 24 when coasting - Car stays grounded at y=0 with vertical physics applied **Opponent AI:** Red racing car (alienRivalCar model, scale 2.25) with alien pilot mascot standing on top (alien.glb, scale 1.1, rotates continuously). AI automatically changes lanes every 120 meters of progress in a fixed pattern. Rubberbands by adding +7.5 speed when player is 65+ meters ahead. Target speed: 50 + difficulty + 15 if boss + rubberband - (stun*20). When stunned by laser hits, slows significantly for 1.25+ seconds (shown by pulsing glow effect and reduced pink shield aura opacity). Minimum speed 14 even when stunned. Boss mode starts alien 12 meters ahead and gives +15 speed boost. **Obstacles & Pickups:** Procedurally placed based on race and planet seed: - Alien Mines: Pink/magenta cone-shaped obstacles (0.7+ radius, 1.65 height, 5 sides) that reduce player speed to 36% on ground collision. Can be jumped over. Gently rotate (0.9 rad/s). Count: 42+ increasing with race number and planet - Credit Crystals: Yellow-gold octahedron pickups (0.55 radius) that award 18 credits when collected. Rotate faster (2.2 rad/s). Spawn every 5th obstacle in pattern - Spacing: ~27-34 meters between obstacles depending on race difficulty - All obstacles at y=0.72-0.76, positioned in one of the three lanes, with active/inactive state and visibility toggling on collection/hit **Combat System:** Player shoots cyan glowing cylindrical laser bolts that travel down the track. Hitting the opponent reduces their health by 1+ (increased by blaster upgrades) and stuns them. In normal races, hits slow the alien. In boss races (race 50), must reduce boss health from 10+ to 0 to win - boss remains stunned with health at 0, allowing player to reach finish first. **Upgrade System (Garage Screen):** Between races, spend credits on three persistent upgrade types: - Engine (+1 level for 120 credits, +80 per subsequent level): Increases max speed by ~6.4 per level - Grip (+1 level for 90 credits, +65 per subsequent level): Improves lane-switching speed by 0.32 per level, modified by car choice - Blaster (+1 level for 110 credits, +75 per subsequent level): Reduces shot cooldown by 0.045/level, increases shot speed by 8/level, improves damage by 1 every 3 levels, increases stun duration by 0.12s/level **Visual Effects:** - Plasma engine trail: Three glowing cyan spheres (0.35 radius) behind player car that pulse and stretch based on speed (1.5-4.1x scale), opacity 0.22-0.72, positioned at player's rear - Speed lines: 42 glowing cyan streaks (boxes 0.035x0.035x7-15 units) that rush past when moving, repositioned to front when passing behind, opacity increases with speed (0.05-0.33), scattered 19 units wide and 2-10 units high - Rival shield aura: Pink/magenta glowing torus (1.15 major radius, 0.07 minor) around opponent's position, rotates on Z axis at 1.6 rad/s (3.4 for boss), opacity 0.36 normally (0.62 for boss, 0.18 when stunned), scales to 1.55 for boss - Directional sunlight with shadows, cyan rim light point source, hemisphere ambient lighting - ACESFilmic tone mapping with 1.25 exposure - Atmospheric fog matching planet theme (45-250 unit range) **On-Screen HUD:** - Top-left panel: "Planet" title with "Race X / 50" count, current planet number and name - Second panel: "Credits" with numerical value (starts 80) - Bottom-left: Goal text showing either garage car/upgrade stats OR race info (alien gap in meters, boss armor remaining, boost status) - Top-right: "Speed" panel with current speed value rounded to integer - Bottom: Progress bar showing player's distance to finish (0-100% width fill) - Central garage modal when not racing: Title "Planet Rush Garage", instructions to win 50 races then beat boss, three upgrade buttons showing type and credit cost, car selection buttons with current selection highlighted, vibrant cyan-to-pink gradient "Start Race" button, control scheme text at bottom **Game Loop & Progression:** Start at Planet 1 (Astra), Race 1 with 80 credits. Race to beat the alien opponent. Win to advance to next race (1-49), race 50 triggers boss battle. Beat boss to jump to next planet and reset to race 1. Lose any race to retry same race. Credits accumulate across all races. Each planet cycles through the 4 planet themes. Difficulty scales infinitely through race number and planet multipliers. Opponents get faster, have more health (boss health: 10 + planet*4), and obstacles become denser. **Mobile Support:** Touch control buttons in corners - left/right arrows for steering (bottom-left), up arrow for boost (bottom-left), BOOST button (bottom-right), FIRE button (bottom-right), JUMP and NITRO buttons also available. All with pointer event handling. **Audio:** Laser sound effect plays on each shot (kenney digital-audio laser1.ogg, volume 0.42). **Technical Details:** Built with Three.js using GLTFLoader for Kenney CC0 racing car and alien models. ES6 modules. PBR materials with metalness (0.05-0.2) and roughness (0.32-0.72). Soft PCF shadows enabled. Game state exposed via window.getGameState() and window.setGameState(patch) for debugging. Delta-time based physics (max 0.05s timestep). Damped interpolation for smooth camera following (factor 4.5) and physics values.