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R.I.S. Laboratory

  • 3d
  • exploration
  • first-person
  • sci-fi
  • terminal
  • cyberpunk
  • laboratory
0
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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. Jesse Sibbald Kelly built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about R.I.S. Laboratory yet. Play it, then tell Jesse Sibbald Kelly what you would add next.

Make your own game

R.I.S. Laboratory was built by Jesse Sibbald Kelly 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 R.I.S. Laboratory 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 R.I.S. Laboratory

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 first-person 3D exploration game titled “R.I.S. Laboratory.” Use Three.js-style WebGL rendering with a very dark navy/black background, exponential blue-black fog, low-poly industrial geometry, and a stark retro terminal/cyberpunk HUD. The player is a small blocky field agent made from a gray rectangular torso, yellow cube head, and cyan visor, but start the player hidden/invisible at the entrance area around z=8 so the initial view is primarily the dark facility and HUD. Use first-person controls: WASD or arrow keys to move, Shift to sprint, Space to jump, E to interact, V to toggle a top-down bird’s-eye camera, and Escape to close terminal UI. Movement should use gravity and jumping; camera is a 58-degree perspective FPS camera. In bird’s-eye mode, place the camera directly above the player and look straight down from roughly 20 units high.

Build one long subterranean research installation as connected rectangular sectors running along the Z axis. The floors are dark industrial slabs, with gray wall segments and black doorway frames. The facility should extend from the Command Deck near z=0 through Engineering around z=-25, Containment around z=-48, Void Abyss around z=-70, Materials Lab around z=-88, and Archive Lab around z=-108. Use large labeled floating/sprite signage above each area: “SECTOR A // COMMAND DECK,” “SECTOR B // ENGINEERING,” “SECTOR C // CONTAINMENT,” “SECTOR D // VOID ABYSS,” “SECTOR E // MATERIALS LAB,” and “SECTOR F // ARCHIVE LAB,” with cyan, yellow, red, purple, gold, and pale purple coloring respectively. The opening Command Deck is approximately 28 by 24 units, enclosed by gray wall sections about 7 units high; add repeating yellow-and-black hazard stripe strips at several thresholds and dark overhead doorway frames between sectors.

Populate the Command Deck with a raised gray briefing stage, a large dark briefing screen with cyan glow panel, the red title “CROSSROADS // CHAOS CANYON,” and simple rows of blocky gray seats. Place a green-screen command terminal near (-9, 1.4, 3), labeled “A NODE.” Place terminals in other sectors: Engineering near (8,1.4,-24), Containment near (-8,1.4,-47), Materials near (8,1.4,-88), and Archive near (-8,1.4,-108). Each terminal consists of a dark rectangular body, luminous green rectangular screen, gray base, and a small label such as “B NODE,” “C NODE,” “E NODE,” or “F NODE.” The terminal screens should turn red and pulse when the containment breach is active.

Make Engineering a generator room with several gray cylindrical turbine housings lined across the room around z=-26, each with a bright cyan cylindrical core and dark base, plus cyan overhead cable strips. Add the cyan label “N.E.R.F. GENERATOR ROOM.” Behind/nearby, include dark equipment racks with alternating cyan and green small indicator lights, and a few industrial glass pipe assets or equivalent transparent pipe forms around the generator area.

Make Containment around z=-48 contain two side-by-side cell structures, one at x=-8 and one at x=8. Each cell has a translucent blue glass front, a dark door/back panel, a glowing red interior panel, and labels “CELL 07” and “CELL 09.” Make the area ominous but do not add enemies or combat.

Make the Void Abyss around z=-70 a black circular well: a large low cylinder/ring with a purple glowing rim, a black inner disk, cyan and purple small rectangular code-like marks scattered over/around the surface, and eight yellow rail posts around the perimeter. Add the warning label “VOID WELL // DO NOT APPROACH.” Pressing E in the Void Abyss area (roughly player z between -62 and -78) toggles a global containment breach state if the player is not close enough to a terminal. The breach changes the HUD status from “SYSTEM STABLE” to red “CONTAINMENT BREACH,” changes the readout to “SECTORS C/D SEALED · NERF 41%,” changes terminal screens from green to red, and makes their red emission pulse. In the stable state, show “ENGINE 98% · NERF 76%.”

Make Materials Lab around z=-88 with gray benches lined across the room, cyan glowing strips on the benches, yellow cylindrical sample tanks positioned deeper in the room, and the gold label “SAMPLE FABRICATION / MATERIALS TESTING.” Make Archive Lab around z=-108 with dark shelving units, rows of small purple indicator lights, a central gray recovery table, a large green recovery screen, and the pale-purple label “RECOVERY MANIFEST // DELETED SPACES.”

Interaction behavior: when the player is within 4 units of any terminal, the bottom prompt should say “Press E to access [terminal name].” Pressing E opens a centered dark translucent terminal panel with a thin cyan border and glow, headed “R.I.S. COMMAND NODE // LOCAL TELEMETRY,” a CLOSE button, a green monospace output area initially reading “R.I.S. NODE 04 ONLINE\nType HELP for available operations.” and a command input. Support exactly these commands: HELP outputs “HELP\nSTATUS diagnostic report\nLORE recovery manifest\nCLEAR wipe history”; STATUS outputs the active terminal’s sector, either “STABLE” or “BREACH,” and engine stability of 98 when stable or 61 during breach; LORE outputs “RECOVERY MANIFEST\n2007 mailbox: deleted chat echoes\ngreen gemstone: reset loop\nunreleased book: raw script errors”; CLEAR outputs “R.I.S. NODE 04 ONLINE\nHistory cleared.” Any other command outputs the uppercase command followed by “\nPERMISSIONS ERROR.” Enter submits and clears the input. Disable gameplay interaction while the terminal is open; Escape or CLOSE dismisses it.

HUD styling must match the visible reference: fixed overlay with no pointer interference except controls, nearly black translucent panels, thin bright cyan borders and subtle cyan outer glow, monospace typography. At top left show a bordered panel reading “R.I.S. // IN-BETWEEN SOCIETY” and beneath it “SUBTERRANEAN RESEARCH INSTALLATION.” At top right show a bordered right-aligned panel reading “SECTOR A // COMMAND DECK,” a green “SYSTEM STABLE” status (or red breach status), and “ENGINE 98% · NERF 76%” (or breach readout). At bottom center show a bordered prompt panel; initially it reads “WASD / arrows move · Shift sprint · Space jump · E interact · V birds-eye.” When V is active, show “Birds-eye view · Press V to return.” Keep the scene sparse, dark, atmospheric, and architectural, with bright emissive cyan, green, yellow, red, and purple accents. Do not add enemies, weapons, health, score, inventory, quests, or combat because none are present in the original mechanics.

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