Skip to content

Arcade › Red Moscow

Red Moscow

  • 3d
  • third-person
  • action
  • shooter
  • stealth
  • soviet
  • mission
  • winter
0
Remix it Discord

11 plays

How to play

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

Discussion

Nobody has said anything about Red Moscow yet. Play it, then tell Caio Hönes what you would add next.

Make your own game

Red Moscow was built by Caio Hönes 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 Red Moscow 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 Red Moscow

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 third-person 3D action/stealth-shooter mission called “Red Moscow: KGB 1986,” set in a dark, wintry Soviet city district. Use a cinematic but sparse low-detail environment: a broad grid of dark asphalt roads over a charcoal ground plane, rows of blocky Soviet apartment buildings in faded brick red and concrete gray, small blue-gray window panels, a brick Lubyanka headquarters at the edge of the district with a red sign strip, a dark doorway and warm yellow windows, a concrete warehouse, a brick factory, black smokestacks, and a few simple street lamps. Add sparse falling snow, cool gray-blue ambient daylight/fog, soft shadows, and selective red and warm street lighting. The camera is a perspective third-person camera following the player from behind and above, with mouse aiming and a small white center crosshair visible while firing.

The player is Alexei Morozov, a KGB field operative represented by a humanoid soldier/field-coat character. Start him near the Lubyanka area, with a dark KGB Volga car nearby. Also place a red/dark escape Volga in the apartment district, initially hidden until the assault is cleared. The game begins paused behind a full-screen HUD briefing: nearly black background/overlay, thin dark-red borders, red uppercase “RED MOSCOW,” gray subtitle “KGB FIELD OPERATIONS · 1986,” mission label “OPERATION NIGHTFALL,” and a lower centered briefing panel reading “LUBYANKA · OPERATIONS CENTER,” “TARGET: VIKTOR SOKOLOV,” “STATUS: ARMED AND DANGEROUS,” “OBJECTIVE: CAPTURE ALIVE,” and “Drive to the apartment district. Clear the hostile cell. Stop the target before he escapes.” Include a red “BEGIN OPERATION” button.

Implement this exact mission progression. On Begin Operation, hide the briefing and show a small bottom control hint: “WASD / arrows move · mouse aim · SPACE sprint/jump · LMB fire · E enter/exit vehicle · F arrest.” The top-left HUD continues to show the title, period, “OPERATION NIGHTFALL,” and the current objective. The top-right HUD shows status, “ALERT: 0,” a red health bar initially at 100%, and ammunition “12 | 48.” The starting status is READY; during play it is ACTIVE, and while in the vehicle it reads DRIVING.

Phase 1 is travel: objective “DRIVE TO THE APARTMENT DISTRICT · reach the red marker.” Let the player move with the third-person controls; jumping/sprinting can be supported by the control system. Press E within about 5 units of the KGB Volga to enter/exit. While in the vehicle, disable normal character controls and move the player/vehicle forward in the camera-facing horizontal direction at a faster driving speed, with a closer elevated follow camera. Reaching the apartment district near the target area changes the objective to “CLEAR THE HOSTILE CELL · eliminate or suppress all armed resistance” and begins the assault.

Spawn five hostile operatives around the apartment district, plus Viktor Sokolov as the target. Enemies are simple humanoid soldiers with dark gray bodies and skin-colored heads (or animated soldier models if available). During the assault, nearby hostiles face the player and periodically damage him at close range; each hit reduces health by 6 and raises ALERT to 2. The player cannot fire while driving. On left mouse click while on foot, fire a hitscan shot in the horizontal direction from the camera center, reducing ammo by 1 from the 12-round magazine; stop firing when ammo reaches zero (reserve remains 48 and does not need to be reloaded). A hit does 25 damage. Show brief red/dark toast notifications such as “HOSTILE HIT,” “TARGET HIT,” and “TARGET WOUNDED — F TO ARREST.” Ordinary hostiles have 40 health and are removed when defeated. Viktor has 70 health; when wounded below 30, he surrenders, but otherwise remains the live target.

When all five ordinary hostiles are defeated, enter the chase phase: reveal the red Volga, place Viktor in/near it, and update the objective to “STOP THE ESCAPE VEHICLE · reach the red Volga.” Have the escape car travel steadily along the X direction. When the player reaches within about 7 units of the moving car, disable/hide the car, place Viktor beside the player, and change the objective to “TARGET DISABLED · approach and press F to arrest,” with a toast “VEHICLE DISABLED.” Viktor is now surrendering. The player must approach within about 3.5 units and press F; if F is pressed too early, show “TARGET MUST SURRENDER FIRST.” A successful arrest hides Viktor, changes the phase to interrogation, and sets the objective to “TARGET CAPTURED · return to LUBYANKA for interrogation.”

Return to within about 10 units of the Lubyanka headquarters to complete the mission. Replace the briefing panel text with “VIKTOR SOKOLOV: ‘The documents are only the beginning... OPERATION VOLGA is already inside the KGB.’” and a muted “MISSION COMPLETE · NEW OPERATION UNLOCKED”; hide the Begin Operation button and show a toast like “VOLGA REFERENCE RECOVERED.” Set the top-right status to COMPLETE. Do not add unrelated weapons, inventory, dialogue trees, multiplayer, or extra mission systems.

Art/UI direction: restrained 1980s Soviet intelligence aesthetic, almost-black HUD panels, thin muted crimson borders, uppercase condensed-looking sans-serif typography, red accent color, pale gray text, and occasional warm cream objective text. Keep the world atmospheric and uncluttered, with the HUD occupying the corners and bottom center while the 3D scene remains visible. Use fog and snow to create a cold Moscow night/day atmosphere, but retain the clearly readable red mission accents and target vehicle.

More free browser games

Browse the whole Arcade →