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Riftline

  • 3d
  • first-person
  • movement
  • parkour
  • sci-fi
  • arena
  • exploration
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How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

Help this game get better

Made by Alex Bajo Perez, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

Nobody has said anything about Riftline yet. Play it, then tell Alex Bajo Perez what you would add next.

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Make your own game

Riftline was built by Alex Bajo Perez 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 Riftline 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 Riftline

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 playable first-person 3D movement game titled “Riftline — Fase 1.” Use Three.js or an equivalent WebGL 3D engine with a perspective FPS camera (90-degree field of view) controlled by mouse look and pointer lock. Start the player inside a square enclosed arena at approximately (0, 1.02, 19), looking toward the arena interior. The player should have collision-based movement and physics: WASD walking at 5.5 units/sec, Shift running at 8 units/sec, Ctrl crouching at 2.8 units/sec with a lowered eye height, Space jumping at 6.6 units/sec, and gravity of -22. Allow movement over solid floors, walls, cover blocks, and the stepped ramp. Use Esc or losing pointer lock to pause; clicking the game captures the mouse and resumes. On-screen Spanish controls should read “WASD mover · Shift correr · Ctrl agacharse · Espacio saltar · Esc pausa.”

Build a 60-by-60 square arena with a dark blue floor and four surrounding walls. The floor is a large flat box, and the walls are about 4.5 units high with muted blue-gray materials. Place the following solid cover and traversal geometry exactly as a compact obstacle course: a brown rectangular Cover_A at (-11, 1.05, -8), size (7, 2.1, 2.2); Cover_B at (10, 1, -7), size (2.4, 2, 8); Cover_C at (-5, .85, 11), size (6, 1.7, 2.2); Cover_D at (12, 1.15, 12), size (2.2, 2.3, 6); and a lower Cover_E at (0, .6, 2), size (4, 1.2, 2). At the rear/north side, add an elevated upper deck at (0, 4.2, -16), size (16, .8, 10), with cyan/teal rails along its north edge and both side edges at about y=5.05. Connect the floor to the deck on the left side with seven solid stepped ramp blocks centered around x=-7, progressing from z=-5.8 toward z=-12.1, with widths 5.5, depth 1.15, and heights from .6 increasing by .55 per step. Add two thin teal lane accent strips on the floor at x=-22 and x=22, extending along much of the arena.

Use a stylized low-poly/blockout presentation: dark navy background and fog, deep blue floor, desaturated blue-gray walls/deck, brown rectangular cover blocks, and cyan/teal glowing trim. Use soft shadows, a cool pale directional sun from above, blue ambient hemisphere lighting, mild filmic tone mapping, and fog that fades the far arena. Keep geometry clean and mostly untextured, matching a minimalist sci-fi training arena. There are no enemies, weapons, score, health, collectibles, timers, or explicit level-completion objective in this phase; the core experience is freely exploring and practicing FPS movement around the arena.

Overlay a fixed HUD on top of the rendered view: top-left a rounded dark translucent panel with a thin blue border reading “RIFTLINE · FASE 1”; top-right a matching panel showing movement state in Spanish, initially “Haz clic para capturar el ratón,” then “Jugando,” “En suelo,” “En movimiento · [movement state],” or “En el aire” based on pointer lock and physics. Place a small pale blue glowing plus-shaped crosshair at the exact screen center. Along the bottom center, show the rounded dark translucent control hint panel. When paused, show a translucent dark overlay and centered rounded card reading “Pausa” and “Haz clic dentro del juego para continuar.” Make the HUD responsive so the hint wraps on narrow/mobile screens.

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