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Reality Rift

  • 3d
  • arcade
  • endless
  • survival
  • neon
  • third-person
  • gravity
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Reality Rift yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Reality Rift was built by Oleg Sidorkin 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 Reality Rift 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 Reality Rift

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 browser-based third-person 3D endless arcade survival game titled “Reality Rift,” using a Three.js-style renderer and a full-screen canvas. The player is a glowing dark-purple sphere about half a unit in radius, shown from a smooth trailing follow camera positioned above and behind it. The camera should reorient its up direction to follow the current gravity vector, so the view tilts when gravity changes, with brief camera shake during Rift Shifts and impacts.

Build a compact circular dark arena roughly 14 units in radius, floating in a nearly black navy space with exponential fog and a surrounding field of tiny drifting stars. The arena has a dark circular base and a glowing neon ring around its perimeter. Add several chunky rectangular floating platforms in a stepped arrangement at different heights and positions, primarily turquoise/teal with emissive materials; make them subtly bob, drift laterally, and rotate. Include translucent soft boundary slabs around the floor, ceiling, and four sides so the player remains playable when gravity points sideways. The visual style is low-poly neon sci-fi: very dark geometry with bright emissive cyan/teal, violet, magenta, yellow, and red accents, sparse lighting, fog, and high contrast.

Core gameplay is an endless score run with no win condition. Start with score 0, 3 lives, level 1, and a 10-second Rift Shift countdown. The player rolls/moves in the plane perpendicular to gravity using WASD or arrow keys, with camera-relative movement, acceleration, air control, friction, and a capped planar speed. Space performs a single-use-per-press jump away from the current gravity direction when grounded. Shift performs a short directional dash with a cooldown of about 0.85 seconds. T teleports/rescues the player to the center of the arena, and should also be used automatically if the player is lost or thrown far outside the playable region. P pauses/unpauses, and R restarts the run.

Scatter 10 floating neon Glitches around the arena. Each is a small bright emissive cyan cube, slightly rotated and continuously spinning/bobbing. Touching one collects it, increments the score by 1, plays a brief electronic note, removes it, and immediately spawns a replacement elsewhere. Show a clear HUD in the upper-left using rounded translucent dark pills with pale text: Score, Lives, Shift countdown in seconds, and Level. Also show a help pill listing “WASD/Arrows move • Space jump • Shift dash • T rescue • P pause • R restart”. Display temporary centered/upper HUD banner messages such as “RIFT SHIFT,” “LEVEL 2,” “Paused,” rescue messages, and “GAME OVER — press R.”

The main enemies are red/magenta glowing Sentinels, visually represented by low-poly spiky cones. Start with two. They roam/chase the player around the arena with mild circling/wobble and speed that increases with level. Contact costs one life and knocks the player back; briefly make the player invulnerable and blink after being hit. At zero lives, stop gameplay, show “GAME OVER — press R,” and mute the music until restart.

Add dynamic hazards. Include two large translucent dark-red emissive Slicer walls: long axis-aligned slabs that sweep back and forth across the arena, one along each horizontal axis. They pulse between inactive and active states; when active and touched, they push/yeet the player strongly and cause screen shake, but do not directly remove a life. Include three glowing Rift Orbs, small cyan/emissive spheres orbiting the arena center at different radii and heights while bobbing vertically. Contact with an orb costs a life and knocks the player away. During Rift Shifts, spawn a short-lived burst of 6–11 small rotating emissive Rift Shard cubes around and above the player; shards fall/arc under gravity and knock the player around on contact without costing a life.

Every roughly 10 seconds, trigger a Rift Shift. Choose a new gravity direction different from the previous one from the six cardinal directions represented by down, +X, -X, +Z, or -Z (the implementation uses five available directions including normal downward gravity). Rotate the effective gravity, briefly kick the player, shake the camera, cycle the visual palette and fog/sky color, recolor the arena ring and stars, spawn 2–6 extra Glitches, desynchronize moving hazards, and release the shard debris burst. Cycle among dark navy with cyan/teal glow, dark purple with pink glow, blue-green with pale cyan glow, and dark red with yellow glow. Gradually shorten the Rift Shift interval over the run down to about 5.5 seconds.

Increase difficulty by raising the level every 25 collected Glitches. At level increases, increase Sentinel movement speed, gradually make Slicers faster/stronger, make orbits faster, and occasionally add another Sentinel (up to 10) or another Orb (up to 6). Make the HUD level update and briefly announce the new level. Keep the score run continuous and replayable.

Add procedural audio if available: a bouncy synth groove with kick/drum, bass, and randomized lead sequences, plus short triangle/noise cues for jumping, collecting Glitches, taking hits, dashing, Rift Shifts, shard impacts, and level-ups. Start audio after the first click or key press, fade it out while paused or game over, and vary the musical feel slightly after Rift Shifts/level-ups. Ensure the game remains playable and readable even without audio.

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