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Rebel Dawn

  • 3d
  • rts
  • strategy
  • tactical
  • campaign
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. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rebel Dawn yet. Play it, then tell Liam Schuldes what you would add next.

Make your own game

Rebel Dawn was built by Liam Schuldes 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 Rebel Dawn 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 Rebel Dawn

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 mobile-friendly, desktop-playable top-down 3D real-time strategy campaign game titled “Rebel Dawn.” Use Three.js-style procedural low-poly assets, soft shadows, morning directional lighting, blue-gray atmospheric fog, and a muted military palette. The game opens on a dark navy briefing panel with rounded corners and a cool blue border, large white mission title typography, coral-red uppercase kicker, pale-blue body copy, bullet objectives, mission tabs, and a start button. Provide three selectable mission tabs: Mission 1, Mission 2, and Mission 3. The battlefield is viewed through an angled perspective RTS camera, looking down from behind the player’s side; allow camera panning by dragging the field, with WASD or arrow keys on desktop. Use a large square terrain, minimap, fog of war, health bars, selection rings, and a compact HUD showing phase, unit count, base/status information, tutorial text, Select All, box-select hint, Skip, and mission/result overlays.

Core RTS rules: the player controls green Rebellion units and buildings against blue Great Union units and buildings. Units are small custom procedural soldiers with boots, capsule-like armored torsos, helmets, faces/visors, chest plates, and visible rifles. Green units use pale-green armor and dark-green accents; Union soldiers use blue armor and dark-blue accents. Selected units show a mint selection ring and a translucent attack-range ring. Dragging normally pans the camera. A short hold followed by dragging creates a selection rectangle; tapping Select All selects all living Rebel units. Tapping the ground auto-selects all if nothing is selected and issues a move order; otherwise it orders the selected units to move in a formation. Tapping the minimap pans the camera and, when units are selected, orders them to the clicked position. Units move, turn toward travel direction, animate their legs while walking/running, and automatically fire when enemies or enemy buildings enter attack range. Show small glowing bullet/projectile streaks, impact/combat feedback, and floating horizontal health bars over buildings. Victory occurs when the required Union base structures are destroyed; show a result overlay and allow restart.

Implement Mission 1, “Break the Great Union.” Briefing text: the Great Union has converted an old relay depot into a command base, and the Rebel cell must crack it before reinforcements arrive. Objectives are to ambush the Union patrol, take command of 16 Rebellion riflemen, follow the tutorial pings, and destroy the Union base. Start with a scripted cutscene: two blue Union gunners run away from a relay depot while five concealed Rebel riflemen open fire and kill them. Then transition to play with exactly 16 green Rebel riflemen arranged in a 4-by-4 formation near the south end of a central muddy road. Place the main Union relay command base at the north end of the road, with a dark rectangular foundation, bunker, relay mast, dish, blue flag, surrounding barricades, four custom watchtowers, and a red target ring. Add several visible rocks, pine trees, and relay supply crates around a green-gray grassland map. Spawn a small group of Union defenders near the base. Mission 1 has a tutorial sequence: select the squad, box-select/move toward the Union base, let the rifles auto-fire in range, then destroy the base. The Union base has substantial HP and a visible red health bar; Rebels win after it falls.

Implement Mission 2, “Build the Cell.” Use a separate muted brown/olive basin map with a rotated road, western and southern ore patches made from scattered low-poly brown nuggets, a solar-panel ridge, Rebel supply crates, and the Union base/FOB shifted far to the east/north. There is no opening cutscene. Start the player with a green Command Tent as Rebel HQ, a tent-like four-sided canvas structure with dark doorway, flag pole, Rebel flag, and a mint build-radius ring. Start with $900, no power capacity, and a small initial Rebel force/starting riflemen near the HQ. Show a Base Building panel with buttons for Extraction Facility, Diesel Generator, Barracks, Train Squad/Infantry, and Train Grenadiers where applicable; display costs/status such as money and power. Building flow is: tap a building button, then tap a clear battlefield position; snap placements to a grid, reject spots too close to existing structures or the Union base, and provide tutorial/error text for blocked or unaffordable placements. Extraction Facilities cost 
50 and add money income (+9); Diesel Generators cost
20 and add +5 power capacity; Barracks cost
20 and consume 2 power; Infantry Squads cost $75 and create four riflemen; Grenadier Squads cost
10 and create three grenadiers. Build multiple extraction facilities/generators and one or more barracks. Give each building a distinct procedural model: extraction hut with drill and stack, diesel generator body with pipes and glowing coil, and blue barracks hall with roof and door. The player must ultimately destroy the Union base. Activate a Union AI commander in Mission 2. Start it with a blue Union FOB/HQ, money, build timers, power, and income. The AI periodically builds Exporting Facilities for income, Solar Farms for power, and Training Facilities for infantry production, trains blue riflemen/Rocketeers, and orders them toward Rebel units and buildings. Give these buildings distinct procedural models: FOB command block with mast and flag, exporting warehouse with crates, solar panels with battery, and training hall with target. Union structures and units remain hidden by fog until discovered, then become visible and attack. The Union base area includes the original relay-style main base plus support structures as appropriate. Implement Mission 3, “Break the Peninsula.” Use a narrow peninsula map surrounded by translucent dark-blue water, with green land running through the center, a beach supply crate, an ore patch, and a solar/windy ridge. Put the Union exit/base zone at the far end. Start with a cutscene in which three blue Union armored cars race down the beach road and attack six Rebel riflemen; the cars are low-poly armored vehicles with boxy hulls, sloped nose, turret, cannon, hatch, wheels, and bumper. After the riflemen are attacked, several Rebel Grenadiers arrive and destroy all three armored cars using heavy projectiles. Then transition to play with a Command Tent, a Barracks, six starting green Grenadiers, no riflemen, and nearby Union guards. Mission 3 starts with money and some power already available. Grenadiers are visually distinct: heavier launcher, ammunition drum, satchel/backpack, belt grenades, and yellow shoulder stripe. They have higher HP, longer range, and higher damage than riflemen. Enable training Grenadier squads from Barracks. Union Rocketeers are the equivalent heavy unit: blue soldier with shoulder rocket tube, red rocket tip, ammunition pack, and blue band. The Union AI can train Rocketeers. Mission 3 victory requires destroying the entire Union base, including the main Union base, FOB, and all Union support buildings—not merely reaching or damaging the main structure. Fog of war should obscure unexplored battlefield terrain and conceal Union units/buildings. Rebel units reveal a circular area around themselves; Rebel buildings reveal nearby terrain, with the HQ revealing a larger radius. Use a dark translucent overlay with soft circular revealed edges. The tactical minimap should show discovered terrain, green selected/owned units and structures, visible enemy units and buildings, the enemy base marker, and a rectangle indicating the current camera view. Keep enemy units/buildings hidden until revealed, except during scripted cutscenes. Buildings and the enemy base have faction-colored health bars that face the camera. Use procedural rocks, trees, craters/supply props, roads, barricades, towers, terrain overlays, and simple geometric meshes throughout; do not use external character art. Include click/confirmation interface sounds if audio is supported. Make all HUD interactions large enough for touch screens, preserve the briefing-to-play flow, support restarting missions, and maintain the restrained tactical presentation shown by the dark briefing screen and low-poly battlefield.

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