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Shadow City

  • 3d
  • action-adventure
  • open-world
  • mission
  • third-person
  • low-poly
  • night-city
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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. Maaz Hamdule built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadow City yet. Play it, then tell Maaz Hamdule what you would add next.

Make your own game

Shadow City was built by Maaz Hamdule 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 Shadow City 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 Shadow City

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 3D third-person action-adventure prototype titled "Shadow City". Use a dark, stylized low-poly/blocky city at night with a slightly over-the-shoulder camera following a blocky human player. The player begins on the main north-south road around position (0, 0, 22), facing into the city. Build a large flat dark green ground plane, a broad dark blue-gray main road and crossroad, repeated simple rectangular city buildings arranged in blocks, curbs, and sparse angular blue glowing street lamps. Use atmospheric fog and a dark navy sky/background, soft shadows, cool blue rim lighting, and warm directional lighting that subtly cycles through a day/night lighting change. The overall visual style should match the attached screenshot: simple geometric assets, muted charcoal/purple streets and buildings, blocky orange/tan character body with dark hair/head, and translucent rounded black HUD panels.

The core gameplay is mission navigation and interaction. Display an orange glowing circular mission marker in the world. Start with Mission 1 — First Night and the objective "Reach the safehouse marker." The marker is at approximately (-10, 0, 12), near the safehouse character Mara. When the player approaches within about 4 world units and presses Interact, advance to Mission 2, award 
50 and 100 XP, reduce heat by 1 (not below zero), and briefly show dialogue from Mara: "No heroics. Find Juno under the rail line." Mission 2 is titled "A Quiet Favor" with objective "Meet Juno at the underpass." Its marker is approximately (18, 0, -8), where Juno stands. Interacting within range advances to Mission 3, again awarding
50 and 100 XP and briefly showing Juno's line: "The Quay is hot. Drive clean and keep your head down." Mission 3 is titled "Red Signal" with objective "Take the sedan to the Old Quay." Place a getaway sedan around (8, 0.05, 18), initially visible, and require the player to get close and press Interact or Drive to enter it. While driving, hide the player, follow the sedan with the camera, and allow the vehicle to move toward the Old Quay target at approximately (0, 0, 28). Reaching within about 5 units completes the prototype, awards $300 and 250 XP, marks the safehouse as unlocked, hides the marker, and changes the mission text to "Prototype complete — explore the city, trigger heat, and test the getaway car." The district label should change from NORTHLINE to OLD QUAY at Mission 3. Use keyboard controls WASD or arrow keys for movement, Shift for sprint, Space for jump, E for Interact, F for entering/exiting the vehicle, and Q for the arcade Action. Also provide three touch-friendly bottom buttons labeled INTERACT, ACTION, and DRIVE. The normal character controller should support third-person movement, facing the movement direction, jumping, gravity, and collision/slope behavior. Vehicle driving should support forward/reverse with W/S or Up/Down, steering with A/D or Left/Right, gradual acceleration/deceleration, and a top-down-ish chase camera looking at the sedan. Pressing Drive near the sedan enters it; pressing Drive while inside exits and places the player beside it. Add the arcade Action behavior: pressing Q or the ACTION button increases Heat by 1 up to a maximum of 5, increases gang reputation by 1, awards 25 XP, makes a police car visible, and displays a short CITY RADIO message. At Heat 1–2 show "A loud night begins. Keep moving."; above 2 show "Units converging — lose the tail." Place the police car initially hidden around (-14, 0.05, -20); when active, have it pursue the moving sedan at a slower speed. Include nearby blocky NPCs: Mara at the safehouse, Juno at the underpass, and four GutterCrew characters around the city. NPCs can use idle animations and do not need combat. Create a fixed responsive HUD over the canvas. At the upper left, show a rounded translucent dark panel with the brand "SHADOW CITY // PROTOTYPE", Cash
50, XP 0, Heat 0, and a full mint-green health bar. Track health at 100 and show it as the bar even though this prototype does not need health damage. At upper right show a rounded district panel initially labeled "NORTHLINE". Beneath the top panel show a mission panel with an amber title and white objective text. Keep a small white crosshair centered on screen. At the bottom center show the hint text "WASD / arrows to move · Shift sprint · Space jump · E interact · F enter vehicle · Q arcade action". Put the three rounded dark action buttons at the lower right, with INTERACT as the wider button and ACTION and DRIVE beside it. Use subtle borders, blur/translucency, shadows, white text, amber mission accents, and mint health styling. Brief dialogue panels should appear near the lower center/left with speaker name and line, then disappear automatically after a short delay. Ensure the game is playable on desktop and mobile-sized screens, with no menus or loading screen obscuring the action.

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