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Relic Run

  • 3d
  • arcade
  • collection
  • time-attack
  • third-person
  • sci-fi
  • fantasy
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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. Dinky Soowhat built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Relic Run yet. Play it, then tell Dinky Soowhat what you would add next.

Make your own game

Relic Run was built by Dinky Soowhat 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 Relic Run 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 Relic Run

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 3D collection game titled “Relic Run” using Three.js. The game is viewed from a high, slightly angled third-person perspective: use a perspective camera positioned above and behind the player, initially around (0,15,13), looking toward the arena center. Smoothly follow the player as they move, with the camera shifting slightly in the player’s direction. Render with a dark navy background and fog, antialiasing, shadows, ACES-style tone mapping, and a moody night-time sci-fi/fantasy presentation.

The play area is a circular arena: a broad dark indigo cylinder/disc approximately 24 units across, with a thin glowing blue circular boundary ring near its outer edge. Place roughly 18 short dark blue faceted boundary pillars evenly around the perimeter. Keep the playable character inside the circle, clamping its position to a radius of about 9.8 units.

At the center, build a stationary relic shrine. It has a low, wide, dark metallic octagonal cylindrical base, a thin golden glowing ring hovering around the top of the base, and a glowing pale-gray/silver spherical relic model floating above it. The supplied asset assets/https_cdn_cinevva_com_sam3d.ply may be retained as the relic source, but provide a safe visible stand-in if it cannot be parsed: a metallic gray faceted sphere with a subtle blue emissive glow. Make the shrine and its rings slowly rotate/animate and illuminate the surrounding arena with cool blue and warm gold light.

The player is a small hovering/glowing cyan orb, represented by a bright cyan-blue emissive sphere floating just above the floor, with a thin cyan torus ring around its base. It moves in the horizontal X/Z plane at a brisk constant speed of about 7 units per second. Support WASD and arrow keys: left/A moves negative X, right/D positive X, up/W negative Z, and down/S positive Z. Normalize diagonal movement. Rotate the player to face its movement direction. Also add on-screen touch controls for coarse-pointer/mobile devices: four large dark translucent buttons with white up, left, down, and right arrows, arranged as a directional pad in the lower-left corner.

Scatter exactly eight collectible star-shards around the arena at these approximate X/Z coordinates: (-7,-5), (6,-6), (-8,3), (7,4), (-4,7), (4,7), (8,-1), and (-2,-8). Each shard is a small glowing golden/orange faceted octahedron with a bright emissive orange-gold material and a thin golden torus ring around it. Have each shard rotate continuously and bob gently up and down. When the player comes within roughly 1.05 units of a shard, collect it, hide it, and increment the shard counter. Do not add enemies, combat, hazards, jumping, inventory, or other mechanics; the core activity is navigating the arena and collecting all eight glowing shards.

The game has a 45-second energy limit. Start in a title overlay before gameplay begins. The full-screen interface uses a very dark navy background, subtle translucent panels, thin light borders, rounded corners, and pale lavender/white text with gold accents. In the upper-left HUD panel show the gold uppercase title “RELIC RUN,” a large counter reading “0 / 8 shards” (updating as shards are collected), and the hint “WASD / arrows to move · collect the glowing shards.” Center the initial overlay in a rounded translucent dark card with the large title “Relic Run,” the description “Recover eight star-shards from the arena before the relic's energy fades.” and a gold pill-shaped button labeled “Start expedition.” The overlay should hide when the game starts; reset the player to (0,0,8), reset the timer and counter, and make all eight shards visible.

If all eight shards are collected before 45 seconds, stop gameplay and show a centered end card titled “Relic recovered” with text explaining that every star-shard was gathered and the Sam3D relic awakened. If 45 seconds elapse first, stop gameplay and show “Energy faded” with text saying the relic went dark and the player should restart and move faster. In either end state, provide a gold “Play again” button that resets the game and starts a fresh expedition. Also allow Enter or Space to start from the initial screen. Keep the visual style consistent: dark empty space, blue ambient/rim lighting, warm directional light, glowing cyan player, golden collectibles, and a clean minimal HUD.

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