Skip to content

Arcade › Rebellion Dawn

Rebellion Dawn

  • 3d
  • rts
  • strategy
  • base-assault
  • tactical
  • mobile-friendly
0
Remix it Discord

15 plays

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 Rebellion Dawn yet. Play it, then tell Liam Schuldes what you would add next.

Make your own game

Rebellion 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 Rebellion 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 Rebellion 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 3D real-time strategy base-assault game titled “Rebellion Dawn,” centered on Mission 01: “Break the Gate.” Begin with a dark navy briefing screen using large cream and white sans-serif text and a red circular faction marker. The briefing identifies a conflict between The Rebellion and The Great Union: the Union has locked down a valley and built a forward base around an old relay station; the player has a small rifle platoon and must destroy the Union command structure before reinforcements arrive. Include a prominent button to start the mission.

Use a low-poly, fully procedural 3D battlefield with no external visible asset packs. The camera is a high, angled RTS perspective over a broad green-gray valley, with soft late-afternoon lighting, shadows, atmospheric fog, scattered pine trees, a dusty tan road running through the map, small rocks/pebbles, and a dark tactical UI. The map should occupy roughly the coordinates of a valley extending from the Rebel staging area in the southwest toward the Union base in the north/east. Provide a top-down-ish camera that can pan with an on-screen camera pad and can be recentered by clicking/tapping the minimap.

Play an opening scripted ambush after starting: two blue Great Union gunners stand near the valley road while four red/orange Rebellion soldiers approach from the southwest, fire cinematic tracer shots, and eliminate the gunners. Allow a skip-cutscene button. Then transition to the playable mission with sixteen Rebellion riflemen in a 4-by-4 formation, initially selected, near the southwest starting area. The soldiers are readable custom low-poly humanoids: faction-colored torso/clothing, helmet, armor/vest, backpack, boots, arms and legs, and a visible rifle/carbine; Rebels have red/brown clothing with a warm yellow/orange scarf or accents, while Union soldiers use blue clothing and cool blue visor/accents. Animate idle, walking/running, shooting, and death states. Show yellow selection rings under selected Rebel units and health bars when selected or damaged.

The primary objective is to destroy the Great Union Command Core, a large gray circular/polygonal command structure with a blue stripe, located inside the Union forward base. Display the live objective and command-core HP, which starts at 480; victory occurs when it reaches zero. Build the Union compound from gray perimeter walls, a destructible front gate across the road (160 HP), a command core, a blue-lit radar dish, a barracks-like building, a watch tower, and green supply crates. Union defenders are distributed around the compound, including riflemen with blue faction coloring; they automatically acquire nearby Rebel units and fire blue/cool tracer projectiles. Rebel riflemen automatically attack nearby enemies or structures, fire warm yellow tracer projectiles, deal damage on projectile impact, and can be killed; defeat occurs if all playable Rebel riflemen are lost. Destructible structures disappear and leave a dark circular scorch/crater mark.

Implement direct RTS controls for mouse and touch: tap a Rebel soldier to select it, tap empty ground to move selected units in formation, and drag a selection rectangle around multiple Rebels. Clicking/tapping Union soldiers, the front gate, or the command core gives the selected group an attack order; also include a clear “Attack Base” button that selects all living Rebels and orders them toward the command core. Add a “Select All” button. Units move toward destinations, face their targets, automatically attack once within range, and use squad formation offsets so a group remains organized. Include a tutorial/status panel that guides the player through selection, movement toward the gate, attacking the gate, opening the gate, and focusing fire on the command core. Use status messages such as “Move order issued,” “Union gate destroyed,” and “Victory.”

Include an RTS economy and construction layer shown in the HUD. The Rebel starting area contains a custom red/brown command tent/HQ with a radio mast and banner, plus two escort riflemen. Start the player with 900 money, power capacity 4, and no power used. Add build buttons for: Extraction Facility costing 250 and producing 14 money per second while consuming 1 power; Diesel Generator costing 200 and adding 6 power; and Barracks costing 320 and consuming 2 power. Buildings can be selected in build mode and placed by tapping open ground in the Rebel base area. Use procedural models matching the setting: a red-brown tent HQ, extractor with hopper/drill/tank/light strip, generator with pipe/flywheel/panel, and barracks with a block body, angled roof, door, vents, and accent strip. Add a Train Rifleman button: training costs 90 money and requires a Rebel Barracks; spawn a new rifleman near it, select the new unit, and update the money/power HUD. The tutorial should lead through building an extractor, generator, barracks, training infantry, and finally assaulting the Union. Income should increase over time from extractors.

Add a tactical minimap in the HUD showing the map grid, Rebel units as red/orange dots, Union defenders as blue dots, structures as pale/blue blocks, selected units with yellow outlines, and a white rectangle indicating the current camera view. Tapping or dragging on the minimap should move/recenter the RTS camera. Implement fog of war: unexplored terrain is covered by a nearly opaque dark overlay; explored but currently unwatched terrain is dimmed; terrain within approximately 11 world units of living non-cutscene Rebel units is visible. Hide undiscovered Union units and buildings, and synchronize the same visibility state with the minimap. The fog should gradually reveal and retain explored cells as Rebel forces advance.

Use a dark blue/navy interface over the 3D scene, with readable faction colors: Rebellion red/orange, Union blue, warm yellow selection/interaction accents, and pale blue-white text. Include panels for tutorial step, objective/command-core HP, selected unit count, status messages, resources (money income and power), build controls, Select All, Attack Base, Train Rifleman, the minimap, and a directional camera pad. End with a result modal: “Victory — Base Destroyed” and text explaining that the Rebellion broke the Great Union forward base and the mission is complete; or “Mission Failed” if all Rebellion riflemen are lost, with a restart button.

More free browser games

Browse the whole Arcade →