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Arcade › Rail Haul
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rail Haul yet. Play it, then tell Liam what you would add next.
Rail Haul was built by Liam 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 Rail Haul 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 arcade endless runner called “Rail Haul.” Use a third-person chase camera behind and slightly above a blue-and-gold freight locomotive, looking forward down three parallel railway lanes. The train stays near the bottom/center of the view while the track and scenery move toward it to convey automatic forward travel. Use a bright stylized low-poly presentation: pale blue sky with distance fog, a broad tan rail bed, green grassy strips on both sides, and sparse simple pine-like trees made from brown trunks and green cone foliage. Light the scene with soft daylight and shadows. Build the locomotive from chunky geometric parts. It should be primarily deep blue, with gold horizontal stripes on the body and front, a dark steel roof and cowcatcher, a pale blue windshield, dark cylindrical wheels on both sides, and two small warm headlights on the front. The train automatically drives forward and begins centered on the middle of three lanes. The lanes are at left, center, and right positions, each represented by a pair of metallic rails with wooden cross ties over the tan ballast. Extend the rails into the distance and recycle track segments so the run is effectively endless. The only movement control is lane switching. On desktop, A/D or the left/right arrow keys move one lane left or right; on mobile, provide two large yellow rounded buttons at the bottom with left and right triangle icons. Lane changes should smoothly interpolate the locomotive between the three fixed lane positions rather than teleporting. The train continuously advances without an acceleration button. Start the run from a centered dark translucent instruction card with the title “Rail Haul,” text explaining that the player drives a blue-and-gold freight locomotive, dodges barricades, grabs cargo, and stays on the tracks, a controls hint, and a yellow “Start Run” button. Space or Enter should also start when stopped. Spawn collectible orange-brown cargo crates on random lanes ahead of the train. Make each crate a simple floating/rotating cube with a dark band. If the locomotive is in the same lane and passes close to a crate, collect it, increase the cargo count by one, remove the crate, and slightly increase forward speed, capped at a higher speed. Spawn red/orange cylindrical track obstacles with a contrasting yellow stripe and a small tilted white rectangular sign on top, also on random lanes. If the train passes close to an obstacle in its current lane, remove the obstacle and subtract one hull point. The player starts with 3 hull points. Briefly tint/flash the locomotive after an impact. The run continues while hull remains; when hull reaches zero, stop the train and show a dark centered game-over card titled “Train Wreck,” including the final distance and cargo and a yellow “Restart” button. Restart resets distance, cargo, hull, speed, lane, and generated objects. Add a fixed HUD over the 3D scene. Across the top, show four dark navy rounded translucent panels: “LOCOMOTIVE RUN” with a status such as “Awaiting dispatch” before starting and “High-priority freight” during play, “DISTANCE” with meters traveled, “CARGO” with collected crate count, and “HULL” with the remaining value. Distance increases as the train travels and should be shown as whole meters. The status should indicate “Line blocked” after game over and an impact warning briefly after a collision. Keep the UI crisp and modern with white bold text, small letter-spaced labels, soft shadows, and yellow/orange rounded call-to-action buttons. The overall experience should feel like a clean, chunky, colorful freight-train dodging game with no combat and no jumping—survive, change lanes, collect crates, and travel as far as possible.