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Arcade › Sector Break
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Egor Player built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sector Break yet. Play it, then tell Egor Player what you would add next.
Sector Break was built by Egor Player 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 Sector Break 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.
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-playable first-person sci-fi arena shooter titled “Sector Break.” Use a Three.js-style 3D perspective FPS camera with mouse look, centered crosshair, and WASD movement; support jumping with Space through the FPS controller, and include sprint on Shift if the controller provides it. The player starts at (0, 1, 8) inside a square enclosed arena roughly 26 by 26 units, with a dark blue-black background and fog fading distant geometry. The floor is a dark blue-gray metal/concrete plane with a cyan-blue grid. Surround it with four solid dark metallic walls, each about 4 units tall, and place four glowing cylindrical corner beacons: cyan at the northwest and southwest corners and orange at the northeast and southeast corners. Add simple rectangular cover obstacles: a long angled block toward (-5,-2), another toward (5,3), a square block near (0,-7), and one near (-7,7). Light the scene with cool pale-blue ambient/directional lighting, a strong blue light toward the back, and a warm orange light on the right; use shadows, metallic materials, subtle emissive accents, and a dark cyberpunk sci-fi palette. Spawn five hostile red smart bots at approximately (-8,-6), (7,-6), (-9,3), (8,8), and (0,-10). Each bot is a simple low-poly robot/person made from a red-maroon rectangular torso, a dark red spherical head with a bright red emissive glow, and a small pale-orange horizontal eye/visor. Bots patrol with slight idle drifting when unaware. When the player comes within about 12 units or shoots one, they become alert, face and approach the player, strafe slightly, retreat when very close, and periodically attack from within about 11 units. Their attacks reduce player HP by 8 with a chance based on distance, briefly showing a thick translucent red damage border. Each bot has 100 health. Hits are performed with a center-screen raycast; show a colored tracer line from the camera to the hit point and a small impact spark. When a bot reaches zero health, immediately reset its health to 100 and respawn it at a random location within the arena rather than removing it. Implement three selectable first-person blaster weapons. Weapon 1 is PULSE: magazine 12, fire interval 0.22 seconds, reload 1.25 seconds, damage 34, cyan emissive color. Weapon 2 is RIPPER: magazine 8, fire interval 0.48 seconds, reload 1.6 seconds, damage 70, orange color. Weapon 3 is ARC: magazine 24, fire interval 0.1 seconds, reload 1.05 seconds, damage 16, purple color. Load a small futuristic blaster model for each weapon and mount it in the lower-right foreground of the camera, with a simple glowing rectangular fallback model if loading fails. Fire with left mouse or Space; each shot consumes one round, creates a brief central muzzle flash, slightly kicks the weapon, and raycasts against bots. If the magazine is empty, firing starts reload. R reloads manually; changing weapons with number keys 1, 2, or 3 resets that weapon to a full magazine and cancels reload. During reload, display “RELOADING” near the lower center and animate the weapon with a short tilt/bob; refill when the reload duration completes. Ammo is unlimited reserve ammunition, shown as “current / ∞.” Build a minimal HUD over the full-screen canvas. In the upper-left, show cyan uppercase “SECTOR BREAK” and green “HP 100” (with HP dynamically updated). In the upper-right, show a 150x150 dark translucent square minimap with a cyan border, inner square border and 3x3-ish grid divisions; draw the player as a cyan dot and all bots as red dots, with world coordinates mapped into the arena. In the lower-left, show a dark translucent rounded rectangular weapon panel with a thin cyan border, the weapon name in large bold white text and ammo below in pale cyan. Put a small white glowing plus-shaped crosshair at screen center. In the lower-right, show the compact Russian control hint exactly as visible: “WASD — движение · мышь — обзор · ЛКМ — огонь” and “1 / 2 / 3 — оружие · R — перезарядка · Shift — бег”. Use a clean Inter/system sans-serif UI, uppercase/letter-spaced title, dark navy transparent panels, and cyan/orange/purple weapon accents. Keep the presentation uncluttered and atmospheric; there is no menu, score, victory screen, or explicit death/game-over system in the shown mechanics.