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Riftbound Ruins

  • 3d
  • action
  • third-person
  • fantasy
  • exploration
  • low-poly
  • boss-battle
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Riftbound Ruins was built 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 Riftbound Ruins 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 Riftbound Ruins

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-combat exploration game titled “Riftbound: Ruins of Asterra.” Use a dark, atmospheric low-poly Three.js-like visual style: a very large blue-gray stone ground plane in a nighttime ruin, deep navy/black background with fog, cool pale-blue directional lighting, purple accent light, and glowing blue ice crystals. The camera should follow the currently controlled hero from behind at about 7 units away, with mouse dragging to look around. Support WASD or arrow-key movement, Space to jump, Shift to run, left mouse click to attack, and a prominent on-screen ATTACK button for touch/mouse use. Add a SWITCH [Q] button and let Q switch between two heroes while preserving their current position; only the active hero is visible and controlled.

Build the ruin environment from simple geometric pieces: scattered rectangular broken stone blocks, tall square ruin pillars arranged around the area, a low old stone bridge toward the back, nine glowing cyan/ice crystal columns, and a large sealed dark gate at the far end with a bright purple rectangular rune on it. Keep the setting sparse, moody, and stylized rather than photorealistic.

The first playable hero is Lysander, the Lightning Warrior: a compact block-built humanoid with dark legs, torso, arms, boots, a blue coat/shoulder accent, pale head, dark oversized hair, a long silver sword, and a faint translucent purple aura. The second is Aurelia, the Ice Elf: white legs and pale head, blue torso and arms, silver armor and hair, pointed ears, a long glowing cyan sword, and a faint translucent ice aura. Lysander is the default active character. Both heroes attack with a short cooldown of about 0.35 seconds. Lysander has a roughly 4.2-unit melee range and deals 32 damage; Aurelia has an approximately 8-unit range and deals 20 damage, with an ice visual burst and a temporary freeze effect on enemies (about 1.4 seconds for normal enemies and 0.55 seconds for the guardian). Give attacks small temporary purple or cyan glowing orb effects around the player.

Place five red ruin sentinels in the initial ruins: simple enemies with red rectangular bodies, dark spherical heads, and a small purple glowing eye. Put them around positions corresponding to near-left and near-right starting areas, mid-ruins, and one farther toward the gate. Each has 50 HP. When struck, briefly flash/scale up; when defeated, increment the score and leave the enemy tipped/rotated on the ground. Sentinels within 18 units pursue the active hero, face toward it, and move toward it when not frozen; they attack at close range, but the displayed player HP remains 100 in this implementation. Display the number of living enemies in the HUD.

After all five sentinels are defeated, awaken/spawn the large Asterra Ruin Guardian at the far end of the ruins. Make it a much larger block-built boss with a dark body, broad red armor plate, stone-colored spherical head, purple glowing core, oversized arms, and cyan blade-like pieces. It has 320 HP, initially sleeps until the player comes within 18 units, then pursues the player slowly, freezes briefly when hit by Aurelia, and makes close-range attacks on a cooldown. Show its current HP in the status text as GUARDIAN current/320. The objective text should change to “The Ruin Guardian has awakened. Defeat it to unlock the gate.” Once the guardian is defeated, the player must move near the sealed gate (the implementation checks the far-end z area, beyond z=15) to open it: raise the gate upward and dim the rune. Then show the completion objective “The gate is open. Cross into the mountain pass.” Before that final state, if all enemies are gone but the gate is not yet open, show that both heroes are needed and the player should stand near the sealed gate and switch once to attune the rune. Do not invent additional levels, loot, dialogue, ranged weapons, or complex abilities.

Overlay a fixed HUD matching the minimalist screenshot: top-left title “RIFTBOUND · RUINS OF ASTERRA” in spaced pale lavender uppercase and objective text beneath; top-right active character name, a purple-to-pale-blue full HP bar, and “HP 100 · Enemies N” with guardian health appended while the boss is active. At bottom-left place a dark blue rounded rectangular SWITCH [Q] button; at bottom-right place a large dark-purple circular ATTACK button. Above it, show compact help text: “WASD / arrows move · Space jump · Mouse drag look · Shift run” and “Click or ATTACK to strike · Q switches hero.” Use responsive HUD positioning for desktop and mobile, with a dark navy page background and no visible loading screen.

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