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Reclaim Works

  • 2d
  • management
  • factory
  • strategy
  • environmental
  • builder
  • resource-management
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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. Filip Bucko built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Reclaim Works yet. Play it, then tell Filip Bucko what you would add next.

Make your own game

Reclaim Works was built by Filip Bucko 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 Reclaim Works 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 Reclaim Works

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 2D factory/management game titled “RECLAIM WORKS” with a dark, clean sci-fi environmental restoration interface. Use a fixed responsive layout: a top header, a left machine catalog, a large central construction canvas, and a right control-room panel. The visual style is flat vector UI: deep navy/teal backgrounds, thin teal grid lines, rounded panels and buttons, mint green highlights, orange credits/energy accents, blue material accents, and no external art assets.

Header: show a green square “R” brand mark, the title “RECLAIM WORKS,” and the subtitle “restore the planet, one packet at a time.” Display live stat cards for Credits, Clean Index, Power, and Scrap. Start with 120 credits, 0% clean, 0 / 0 power, and 0 scrap.

Main field: render a dark recovery-zone canvas with a regular 48-pixel grid, subtle shadowed rounded-square machines, and the label “dead zone / recovery field” in the lower-left. Automatically place one free Scrap Intake at the beginning, centered on a snapped grid tile around the upper-left area. Machines are placed by selecting a catalog item and clicking an empty snapped grid tile. Prevent placement on occupied tiles and prevent purchases when credits are insufficient. Selecting/hovering a machine gives it a mint glow. Each machine has a colored circular center, a small text label beneath it, and a circular progress arc while it is working.

Catalog (“Machine dock”): provide selectable buttons with names, costs, descriptions, and distinct colors:
- Scrap Intake, free, gray: “Pulls rubbish from the dead ground.” It produces one scrap about once per second.
- Solar Array, 45 credits, orange: “Makes energy from thin sunlight.” It produces one energy unit about every 0.8 seconds and raises the power capacity by 5.
- Recycler, 75 credits, blue: “Turns scrap into credits and clean index.” It consumes 1 scrap and 2 power, then produces 3 credits and increases Clean Index by 0.35, at roughly 1.1-second processing speed.
- Bio-Vat, 110 credits, green: “Uses clean output to grow a living patch.” When Clean Index is above 2 and at least 1 power is available, it consumes 1 power and increases Clean Index by 0.6 at roughly 1.6-second processing speed.
- Battery, 85 credits, purple: “Stores a little energy for brownouts.” It has no active production timer, but increases maximum usable power storage by 10. Solar output is capped at the solar capacity plus 10 for every battery.

Resource simulation: the Scrap Intake can accumulate scrap up to 99. Solar production is capped by the calculated power capacity. Recyclers require scrap and power, and Bio-Vats require clean output and power. Show current values rounded down in the header. Pause must stop simulation and change the button to Resume; resume restarts simulation. Keep a system log of recent messages such as the welcome instruction, placements, insufficient-credit warnings, wiring, pausing, and demolition.

Construction connections: support wiring by Shift-dragging from one machine to another, or entering wire mode and dragging between machines. Draw connected wires as thick teal lines with small moving orange/blue packet dots along them. Avoid duplicate connections, allow clearing all wires, and remove wires attached to demolished machines. Show a dashed mint preview wire while dragging. Display BUILD MODE normally and “WIRE MODE — drag to another machine” in orange warning styling during a connection gesture. Clicking a machine selects its type for future placement and hints that Shift-drag can wire it. Include Demolish and Clear wires controls in the right panel.

Right panel (“Control room”): include Pause, a Plan section, a Legend, a System log, and action buttons. The initial plan should say “Build a closed loop: Intake → Recycler → Bio-Vat,” show Clean Index as 0 / 100, and show the number of recyclers online. Once Clean Index reaches 100, replace the objective with “Site restored.” and “Keep building and push the Clean Index past 100.” The bottom of the canvas is a subtly greener recovery field whose opacity increases with clean progress. The game should visibly communicate the goal of building a functioning reclamation loop, but retain the open-ended ability to keep placing machines after restoration. Make the layout responsive: desktop uses three columns, narrower screens move the control panel below, and mobile stacks catalog, board, and control room while keeping touch pointer interactions usable.

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