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PROJECT NEXUS

  • 3d
  • exploration
  • cyberpunk
  • sci-fi
  • third-person
  • narrative
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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. Dzulfaida Firliana built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about PROJECT NEXUS yet. Play it, then tell Dzulfaida Firliana what you would add next.

Make your own game

PROJECT NEXUS was built by Dzulfaida Firliana 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 NEXUS 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 PROJECT NEXUS

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 "PROJECT NEXUS // 2180", set in a dark futuristic NEXUS CITY at night. Use a Three.js-style scene with a deep navy background, light fog, cinematic tone mapping, cyan and magenta lights, and a large flat city ground covered by a rectilinear neon street grid: broad dark-blue road strips run horizontally and vertically, with bright cyan horizontal lane lines and dimmer magenta vertical lines. The camera is a perspective third-person follow camera positioned behind and above the player, following movement through the city. The player is a teen humanoid character, placed initially near (0, 0, 11), and should be controllable with WASD and arrow keys; movement speed is about 6, with jumping/gravity support. Show a small animated floating robot/mech companion named NOVA near the player, following slightly behind/right and gently bobbing and rotating.

Populate the city with a sparse arrangement of dark skyscraper/building models around the perimeter and three large holographic towers, each a blocky blue tower with glowing horizontal bands and a floating label: "AETHER NODE" toward the far left/back, "NEXUS LAB" toward the far right/back, and "SKYPORT" toward the rear/right. Add a few static taxi/car models on the roads. The visual style is low-poly/sci-fi cyberpunk: dark navy geometry, glowing cyan and pink emissive accents, fog, and luminous floating labels.

The core gameplay is exploration and proximity interaction, not combat. Place exactly two glowing clue markers in the city. Each clue is a bright cyan/magenta glowing torus ring lying flat on the ground with a small glowing orb above it. The first is near (-5, 0.18, 3), titled "KARTU DATA TERENKRIPSI", with the text: "Sinyal terakhir pakar teknologi Dr. Satria mengarah ke NEXUS LAB. Ada kode AETHER di dalamnya." The second is near (11, 0.18, -5), titled "JEJAK HOLOGRAM", with the text: "Rekaman hologram terputus: “Jangan percaya pada lampu kota.”" When the player is within roughly 3.2 world units of a clue, show an interaction action labeled "SCAN PETUNJUK". Press E or Enter, or click/tap the interaction button, to scan it. Scanning marks it found, increments the clue counter, slightly shrinks the marker, updates the status message to "Petunjuk ditemukan: [title]", and opens a dialogue panel from NOVA showing the title, clue text, and the current count out of 2. The game should allow the player to scan already-found clues again without incrementing them a second time.

Also place exactly two humanoid NPCs. Make them simple stylized low-poly figures with purple rectangular bodies, peach spherical heads, dark cyan visors, and glowing floating name labels. Put "ARIN // SAKSI" near (6, 0, 6), with dialogue: "Aku melihat kendaraan hitam tanpa logo menuju SKYPORT tadi malam. NOVA mungkin bisa memindai platnya." Put "PENJAGA NODE" near (-12, 0, -2), with dialogue: "Akses ke NEXUS LAB dikunci oleh protokol AETHER. Kumpulkan dua petunjuk dulu." When within the same roughly 3.2-unit range, show a "BICARA" action; pressing E/Enter or the button opens their dialogue. If nothing is nearby and the player interacts, have NOVA say: "Tidak ada yang cukup dekat untuk dipindai. Mari kita susuri jalan neon ini."

Build the HUD as fixed translucent dark glass panels with thin cyan borders and subtle cyan glow. At top left display "PROJECT NEXUS // 2180" in cyan uppercase lettering. At top right display the current NOVA objective/status in Indonesian, initially: "NOVA: Jelajahi NEXUS CITY dan cari petunjuk pertama." and below it a magenta counter "Petunjuk: 0/2"; update the counter as clues are found. While the player is moving and no dialogue is open, use the status: "NOVA mengikuti. Cari simbol bercahaya di sekitar kota." Keep a bottom-left control legend reading "WASD / Panah: bergerak · E: selidiki · Kamera mengikuti" on desktop. Dialogue appears in a wide centered bottom glass panel with the speaker name in cyan, message text, and the hint "Tekan E / Enter atau tombol INTERAKSI". Provide a rounded interaction button at lower right, hidden when no interactable is near and labeled according to whether the nearby object is a clue or NPC; on touch devices make it available for tapping. Pressing E/Enter while dialogue is open closes the dialogue. Include responsive resizing and ensure the game is an active playable exploration scene with no combat, weapons, health, or invented quest systems.

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