Skip to content

Arcade › Realm & Rune

Realm & Rune

  • 3d
  • rpg
  • low-poly
  • medieval
  • co-op
  • gathering
  • quest
  • third-person
0
Remix it Discord

20 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. rojelio martinez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Realm & Rune yet. Play it, then tell rojelio martinez what you would add next.

Make your own game

Realm & Rune was built by rojelio martinez 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 Realm & Rune 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 Realm & Rune

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.

Recreate a playable low-poly 3D tabletop-medieval RPG titled “Realm & Rune,” viewed from a high, angled third-person/isometric camera. Use a bright stylized KayKit Medieval Hexagon-like aesthetic: rounded procedural low-poly humanoids with capsule bodies, spherical heads and hands, colorful cloaks, simple modeled weapons, and low-poly medieval buildings. The world is a circular grassy realm under a clear sky with soft fog, directional sunlight, shadows, scattered pebble stones, tan crossing roads, and a small blue pond. The central hub is Stonewake Town, with a blue-roof tavern on the west, a red blacksmith on the east, a blue castle at the north, a blue well near the center, barrels/crates, trees around the town, and a larger surrounding map. Beyond town, visibly distinct named biome areas are Elderwood to the northwest, Ironspine Mines to the northeast, Frostbarrow Ruins to the northwest/southwest, and Sunfen Marsh to the southeast, represented by colored circular biome patches and resources/enemies placed across the expanded 110-by-110-ish traversable area. Keep the camera following the midpoint of the two local co-op players; allow mouse drag orbit, damped camera movement, no pan, and a zoom range that stays close enough to see the characters and buildings.

The main player is a small blue low-poly adventurer with a yellow/gold sword and a subtle warm point light. Player 2 is a slightly smaller teal/green co-op mage with a glowing purple staff and pale teal light. Both share quests, loot, XP and story progress. Also create three simulated local party companions named Rook, Nyra, and Pip, each a colorful small humanoid who follows the co-op group, periodically displays named chat/barks such as “I’ll cover you,” “Mines to the east look dangerous,” “Quest path is clear,” and “Rune signs ahead,” and can be called to regroup around both players. Enemies are simple low-poly goblins (green) and skeletons (off-white) distributed around the hub and outer regions; they detect and chase the nearest active player inside roughly 8 units, attack in melee range with cooldowns, miss or hit based on D20 rolls, and respawn at a random nearby town position after about 8 seconds when defeated. Show floating 3D combat text for damage, misses, XP/chat, and other feedback.

Implement the core loop exactly: move through the village and wilderness, talk to Elder Mira near the well, gather 3 logs, mine 2 ore, and defeat 3 foes, then return to Mira. The quest starts when interacting with Elder Mira; she explains that goblins stole the castle key. Once requirements are met she awards one castle key, 30 gold, and quest XP. Use the key at the chest beside/by the castle to open it, consume the key, award 70 gold and a large XP reward, and show the treasure message. The quest panel initially says to talk to Elder Mira, then tracks required logs/ore/defeated foes, and afterward says to open the castle chest and keep training. Add Captain Saela near the town’s south side as a story NPC: talking to her starts Chapter 2, tells the player to scout Elderwood, Ironspine Mines, Frostbarrow Ruins, and Sunfen Marsh to learn who broke the sky seal, and increases reputation. Discovering the named outer regions updates the current region, increases reputation, and eventually advances the story to Chapter 3, whose tracker says to return to the castle seal. Add Thane Borin near the blacksmith as a shopkeeper: trade 2 ore for 1 potion, or sell 4 logs for 12 gold.

Add gathering nodes: trees can be chopped for logs only while the axe is equipped; use a D20 plus woodcutting skill and succeed at roll 9 or higher, awarding a log, woodcutting XP, and a small skill increase. Ore rocks have a visible blue gem glint and require the pickaxe; use a D20 plus mining skill and succeed at 10 or higher, awarding ore, mining XP, and a small skill increase. Herbs are green leafy procedural plants that can be picked without a tool; picking adds an herb, and every 2 herbs automatically brew into a potion. Gathering attempts display success/failure and the D20 roll. The well restores 8 HP. Buildings can be inspected; the castle is locked without the key and reports when unlocked. The reward chest cannot be opened without the key and reports if already opened.

Implement RPG stats: start Player 1 at 30/30 HP, level 1, 0 XP, 8 gold, inventory of 0 logs/ore/herbs/keys and 1 potion, and skills Combat 1, Woodcutting 1, Mining 1, Magic 1. A level requires level*50 XP; leveling increases level, maximum HP by 6, restores HP, and increases combat skill. Melee attacks use a D20 plus combat skill, hit on 8 or higher, and deal randomized damage plus level; Player 1 uses the sword and Player 2 uses a staff with a small cooldown. The spell targets the nearest enemy within about 9 units, launches a visible glowing purple orb, has a cooldown around 2.2 seconds, gives magic XP/skill, and deals impact damage. Enemies use D20 attacks and can knock players down. Player 1 can drink a potion for +18 HP; auto-potion is enabled by default and automatically consumes one when HP falls to 35% or less. If Player 1 reaches zero HP, pause normal gameplay and show a knockout message; pressing R respawns at the well with full HP. Player 2 has separate 30/30 HP and can be knocked down; Player 1 can revive P2 using the Player-2 interact control, or P2 can be restored at the well.

Support desktop and mobile controls. Player 1: WASD or arrow keys move, E interacts/talks/gathers/opens, Space or clicking an enemy attacks, Q casts the spell, 1 equips sword, 2 equips axe, 3 equips pickaxe, P drinks a potion, and R respawns after knockout. Player 2: IJKL moves, U interacts/gathers/revives/checks nearby objects, and O attacks a nearby enemy. On mobile provide a large translucent circular joystick at bottom-left and three stacked buttons at bottom-right labeled “Talk / Use,” “Attack,” and “Spell.” Clicking an enemy in the 3D canvas should attack it. Enter focuses a local chat input and sends chat; Escape blurs it. Include mouse drag camera rotation.

Build a readable HUD over the game. At the top show a gold/brown “Realm & Rune” title, a red HP bar reading HP 30/30, and dark stat pills for Lvl, XP, and Gold. At upper-left show a dark translucent “Quest Log” panel with the current objective and “Defeated foes: n/3.” At upper-right show a dark translucent “Pack & Skills” panel with equipped tool, Logs/Ore, Herbs/Potions, Keys, Combat/Woodcutting/Mining/Magic values, Story Chapter and current Region, “217 QoL active,” Auto-potion ON/OFF, party names, and co-op status with P1/P2 HP and P2 controls. Include quick buttons labeled Map, Auto Potion, and Call Party. Add a dark minimap showing the five named region color zones, red enemy markers, cyan party markers, yellow Player 1 marker, and teal Player 2 marker, plus the current region label. Add a bottom-center dark message box for contextual feedback and controls. Add a lower-left local chat panel with up to the latest five of eight retained messages, author names, text entry, and Send button; only player and companion messages should appear, with no system/bot chat messages. On narrow screens reposition the right panel above the mobile controls, hide the desktop help panel, shrink the minimap, and show the joystick/action controls. Use warm cream/gold typography, dark translucent panels, strong shadows, and a responsive layout matching the supplied screenshot.

More free browser games

Browse the whole Arcade →