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Shadow Driver

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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. Yakup Toprakcı built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadow Driver yet. Play it, then tell Yakup Toprakcı what you would add next.

Make your own game

Shadow Driver was built by Yakup Toprakcı 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 Driver 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 Driver

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-based 3D endless arcade driving game titled “SHADOW DRIVER,” using a dark low-poly Three.js aesthetic and a third-person chase camera. The playfield is a straight, wide asphalt road extending into the distance at night, with dark green roadside strips, low gray guardrails, fog, and sparse low-poly scenery. The camera is positioned behind and above the player, looking forward down the road; keep the player car near the bottom center while the road markings, scenery, and hazards scroll toward the camera to create forward motion. Use a dark blue-black sky/background and atmospheric fog. The default environment is a dim city/night setting with randomly placed blocky buildings and occasional pine trees on both sides; buildings can have subtle cool window-like emissive lighting. The road is about four lanes wide, has short dashed white markings and a dashed yellow center marking, and side barriers.

The player drives a low-poly sports/hatchback car at a constant forward speed. The default car is white with a black stripe running along its top; also provide selectable red and green racing-car appearances from the car menu. The car should visibly tilt and yaw slightly while steering. Let the player steer left and right with Arrow Left/Arrow Right or A/D, clamped to the road bounds; on mobile, touching/holding the left half of the screen steers left and the right half steers right. The core goal is to survive as long as possible and maximize score/time by avoiding traffic and obstacles. Spawn hazards ahead in random lateral positions: orange traffic cones and low-poly cars including red, green, and dark/blue-gray sports cars. Cars drift/sway slightly sideways as they approach. Hazards move toward the player and are removed after passing behind. Colliding with a hazard ends the run.

Add the game’s signature mechanic: a dark, nearly black translucent “shadow” version of the player car follows the player’s recorded steering path several seconds behind. Initially it trails at roughly four seconds, then the delay gradually shrinks over time to a minimum of about 0.6 seconds. Replay/interpolate the player’s past horizontal positions so the shadow copies earlier movement and appears behind the player in the lane. If the shadow gets very close to the player when the delay is low, it also causes a game-over collision. Periodically show a centered dark rounded message bubble with ominous Turkish lines such as “Seni görüyorum.”, “Her hareketini ezberledim.”, “Arkandayım.”, “Kaçamazsın.”, or “Bir hata yapman yeterli.” for a short time. Increase challenge modestly as score rises by increasing game speed after score thresholds.

Display a compact HUD during play: a dark translucent box at upper left labeled “SKOR” with a yellow score value, and a dark translucent box at upper right labeled “SÜRE” with elapsed seconds in cyan/light blue. Include a small circular speedometer beside the timer, with a dark arc, yellow needle, and yellow center hub; allow the speedometer to be toggled in settings. Score increases continuously based on elapsed time and the elapsed seconds are shown. On collision, stop the run and show a full-screen dark overlay reading “OYUN BİTTİ,” the final score, “EN YÜKSEK,” the locally stored best score, and a “TEKRAR DENE” restart button. Save the best score in local browser storage.

Build a start/menu overlay over the 3D scene with a large centered “SHADOW DRIVER” title in bold white lettering with a red glow/gradient treatment, a small subtitle “ARCADE • ENDLESS • SHADOW,” and a bright cyan-blue “BAŞLA” button. Beneath it place dark gray buttons labeled “HARİTALAR,” “ARAÇLAR,” and “AYARLAR.” Include the small “thQz STUDIO • 2025” credit, a faint racing-car icon near the bottom, and a small “GET IT ON Google Play” badge-like element. Keep the interface in Turkish by default. The Maps panel offers “ŞEHİR (Gece),” “ÇÖL,” and “KARANLIK ŞEHİR,” plus “GERİ.” City uses dark asphalt/fog with buildings and trees; Desert changes the road to an olive-gray tone and places cactus models at the sides; Dark City uses much darker fog/lighting and darker road. The Cars panel offers “Klasik (Beyaz),” “Kırmızı Spor,” and “Yeşil Yarış,” plus back. The Settings panel offers Turkish/English language buttons, a “Hız Göstergesi” Açık/Kapalı toggle, local score and best-score readouts, and back. Preserve the sparse, moody, neon-accented visual style, simple bold system UI typography, dark overlays, cyan primary action button, yellow score/road accents, and low-poly imported-model look.”,

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