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Rubble District

  • 3d
  • first-person
  • demolition
  • sandbox
  • low-poly
  • city
  • destruction
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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. Jay Franks built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rubble District yet. Play it, then tell Jay Franks what you would add next.

Make your own game

Rubble District was built by Jay Franks 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 Rubble District 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 Rubble District

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 first-person 3D demolition sandbox titled “Rubble District.” Use Three.js-style WebGL rendering with a 72-degree perspective camera, foggy blue-gray atmosphere, soft shadows, and a muted low-poly city aesthetic. The player is an invisible first-person character starting at approximately (0, 2.1, 17), with mouse-look FPS controls, WASD movement, movement speed about 7, jumping with Space at about 8 jump speed, and gravity around -22. Show a white centered crosshair and do not render a visible player body; a hidden blocky character asset may be attached to the player.

Build a square city demolition district on a large 140x140 gray ground plane. Lay out dark charcoal roads as a grid: longitudinal roads around x=-40,-30,-20,-10,0,10,20,30,40, with the central road wider (8 units) and the others about 2.5 units; and matching cross streets around z=-40 through 40, with the central cross street wider. Frame the sandbox with a few tall, non-destructible modern commercial skyline buildings loaded from a city-kit style asset set at roughly (-30,0,-16), (30,0,-18), and (30,0,16). Their visible style should be blocky, modern, gray/white buildings with dark trim and blue-gray windows.

Place four destructible block buildings in the district: one at (-14,-12) with 3 floors, one at (15,-9) with 4 floors, one at (-16,14) with 2 floors, and a central target building at (0,-10) with 2 floors and an approximately 8x8 footprint. The central building is the objective and should be enterable through a front opening. Construct each floor out of a grid of roughly 1.85 x 2.55 x 1.85 wall chunks, spaced about 2 units apart, with floor slabs about 1.95 x 0.22 x footprint-depth-minus-one. Alternate outer wall chunks between reddish brick and pale concrete by floor, while inner chunks are concrete; use dark gray steel slabs. Give destructible chunks hit points: ordinary inner chunks 1, outer chunks 2, floor slabs 2, and doorway columns 3. Add a front doorway to each destructible building using two heavy concrete side columns and a steel header. The visual materials should match the screenshot: pale gray concrete, terracotta/rust-red brick, dark steel, dark asphalt, and subdued gray-blue lighting.

Scatter 16 destructible street props down the approach, alternating positions on either side of the road: small red-brown 1.3-unit crates and dark steel barriers approximately 2.6 x 0.7 x 0.45. All destructible objects should cast and receive shadows. Destruction must be physical-looking but simple: when a chunk is hit, reduce its HP; if it survives, briefly tint it dark orange/red as a damage flash. When HP reaches zero, remove the chunk, add 10 score, and spawn one or two smaller fragments that inherit its material, fly outward with an impulse and random upward velocity, rotate, fall under gravity, bounce/dampen on the ground, and disappear after roughly 6–10 seconds.

Provide four selectable demolition tools. Number keys 1–4 switch tools and update the HUD: 1 Pistol, 2 Bomb, 3 Sledge Hammer, 4 Flamethrower. Clicking uses the selected tool with a short 120 ms cooldown. The Pistol raycasts from the center of the camera up to about 70 units and damages the first destructible chunk hit, with an impact toast. The Sledge Hammer raycasts only about 4.2 units and damages the first close chunk, with a crack toast. The Flamethrower checks destructible chunks within 10 units and within a forward cone (dot product threshold about .72), damaging all matching chunks and showing a “FWOOSH” toast. The Bomb creates a small dark sphere at the camera, throws it forward with velocity about 15 plus an upward component, and after about 1.25 seconds or when it contacts the ground detonates. Bomb detonation shows a brief orange spherical flash, damages nearby destructible chunks within radius 5.5 (with a second damage pass for chunks inside about 70% of the radius), adds 25 score, and displays “BOOM.” Pressing E should also immediately create an explosion a few units in front of the camera with about a 5.5-unit radius. Use the actual interaction behavior rather than requiring a separate objective system.

Add a fixed HUD overlay with translucent dark panels and subtle blur. At the upper left show the uppercase title “Rubble District” and the objective/status text “Destroy the central block — enter through the front opening.” At upper right show the currently selected tool and a live line such as “N structural chunks remain · score S.” Put the white crosshair at screen center. At the bottom center show the controls text: “WASD move · mouse look · Space jump · 1 pistol · 2 bomb · 3 hammer · 4 flamethrower · E interact / detonate.” Use temporary centered toast messages for tool selection and actions such as “Pistol,” “BOMB OUT,” “IMPACT,” “CRACK,” “FWOOSH,” and “BOOM.” The game is a playable open-ended demolition sandbox; the stated goal is to destroy the central block and enter through its front opening, while the live HUD tracks remaining structural chunks and score. Use a cool gray sky/background with matching fog, directional warm sunlight, hemisphere fill light, ACES-like tone mapping, and clean low-poly geometry with no textures required beyond the city-kit skyline assets.

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