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Arcade › Project Apex
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ui Degine built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Project Apex yet. Play it, then tell Ui Degine what you would add next.
Project Apex was built by Ui Degine 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 Project Apex 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.
Rebuild a browser-based 3D arcade driving game titled “PROJECT APEX,” using a Three.js-style renderer and a responsive full-screen canvas, with a mobile-friendly HUD and touch controls. The game is a stylized low-poly/free-roam racing prototype set in a sparse blue-gray city. Use a pale blue sky background with atmospheric fog, a large dark green-gray ground plane, and a wide dark charcoal oval road/loop roughly 200 by 134 world units. The road should be flat and bordered on both sides by alternating white and cyan-blue curb blocks, with occasional short white lane markings. Surround the loop with many randomly distributed simple rectangular skyscraper blocks in muted slate, blue-gray, and dark blue colors, some with subtle horizontal blue window bands; add repeated minimalist streetlights consisting of thin dark poles and small cyan lamps along the road. Light the scene with cool hemisphere lighting plus a warm directional sun, keeping the clean geometric aesthetic and strong cyan accents. Place the player car on the road near the front/southern portion of the loop. It is a simple block-built cyan/blue sports car viewed primarily from behind: a rectangular blue body, slightly raised hood, dark navy cabin with translucent blue glass, four small black wheels, and two red rectangular tail lights. The car should have position, heading, acceleration, braking, steering, friction, and a speed value. Start it stopped, facing along the road. Driving forward should move in the car’s facing direction; steering should rotate the car more strongly at higher speed, with reverse steering direction handled naturally. Cap normal forward speed around 62 world units/second and allow reverse to about -12. Apply mild slowdown when leaving the oval road boundary rather than hard walls. A drift/handbrake action should reduce speed with a light sliding feel. Create four glowing cyan checkpoint gates around the loop, evenly spaced at the cardinal points. Each gate has two thin cyan pillars and a horizontal cyan bar overhead. The player must drive near each gate in order; increment a checkpoint counter from 0/4 to 4/4 when passing within approximately 10 units. When all four are reached, stop the race, show “FINISH!”, save the elapsed result as a best time in local storage, and change the start button to “RACE AGAIN.” Do not add enemies, traffic, weapons, collisions, or other race competitors. At launch, show a large cyan “APEX” message and a “START DRIVING” button. Pressing the button begins a three-second countdown displaying 3, 2, 1, then GO!, resets car position, speed, elapsed time, checkpoints, and nitro, and starts timing after the countdown. The race timer should display MM:SS.ss. Track speed in km/h by multiplying the absolute movement speed by 3.6. Include a nitro resource starting at 100%, displayed as a cyan-to-purple horizontal bar. Holding Shift or N, or the mobile NITRO button, consumes nitro at roughly 32 units/second and boosts acceleration/speed while speed is above 2, allowing a boosted cap around 105; nitro slowly regenerates at roughly 8 units/second when not boosting. Visually brighten the nitro bar while boosting. Use a smooth third-person follow camera behind and above the car, with the camera offset rotating with the car heading and smoothly interpolating toward its position. Provide three camera modes toggled by C: a high trailing view (about 5 units above and 10 behind), a lower close trailing view (about 2.2 above and 5 behind), and a high overhead view (about 12 above and 1 behind). Keep the camera aimed at the car. Handle window resizing and both desktop and mobile play. Build the HUD as a fixed overlay in a futuristic clean racing style: dark translucent navy panels with thin cyan borders and rounded corners. At top left show italic bold “PROJECT” with cyan “APEX” underneath/adjacent and the subtitle “OPEN WORLD RACING.” At top right show “DRIVER / LV. 1” and cyan “FREE ROAM PROTOTYPE.” Put a left status panel containing SPEED, a large numeric KM/H readout, NITRO and its bar, and CHECKPOINTS with a large “0 / 4” style readout. Put a right panel containing RACE TIME and the large timer plus BEST TIME, initially “--:--.--.” Display a large cyan glowing centered status message for the title/countdown/GO!/FINISH. At lower right show keyboard help: “W / ↑ ACCELERATE,” “A D / ← → STEER,” “S / ↓ BRAKE · SPACE DRIFT,” “SHIFT / N NITRO · C CAMERA · R RESET.” At the bottom show “Explore the city • Hit every checkpoint • Beat your best time.” Add touch controls over the bottom of the screen: dark translucent rounded square buttons with cyan outlines. On the lower left provide left and right arrow buttons. On the lower right provide down/brake, DRIFT, NITRO, and up/accelerate buttons. Pointer/touch press should hold the corresponding driving action and release should clear it; keyboard controls should work simultaneously: W or Up accelerates, A/D or Left/Right steer, S or Down brakes, Space drifts, Shift/N nitro, C cycles camera, and R resets. Prevent touch scrolling and browser default arrow/space behavior. Keep the visual style faithful to the screenshot: dark navy UI, white text, cyan-blue highlights, blocky low-poly city and car, minimal textures, and a portrait-friendly layout.