Arcade › Shadow Heist
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Edward xd built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Shadow Heist yet. Play it, then tell Edward xd what you would add next.
Shadow Heist was built by Edward xd 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 Heist 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-based 3D stealth game titled “Shadow Heist.” Use a dark, moody third-person camera and a compact dungeon-like stealth lane. The scene should have a nearly black navy background with light fog, cool blue moonlight, soft shadows, and subtle blue rim lighting. Build a tiled rectangular floor approximately 13 units wide and 12 units deep on a one-unit grid, with dark blue-gray floor tiles, low blue-gray outer walls, and several chunky rectangular cover blocks distributed through the lane. The player is a small blocky humanoid thief viewed from behind in a third-person perspective, starting near the far end of the lane; use a simple idle animation when stationary and a walk animation while moving. Load or create a matching blocky humanoid guard model for three guards. The objective is to sneak to the vault at the far end and approach a floating glowing mint-green gem to steal it. Place the gem above the far end of the environment, represented by a bright emissive faceted octahedral crystal with a thin glowing ring around it; make it slowly rotate and bob, and illuminate the nearby area with green light. When the thief comes within roughly 1.5 units of the gem, immediately win and award a score of 1000. Add three moving patrol guards. One patrols left and right around x=-4, z=4 over a span of about 4 units; one patrols along z around x=4, z=-4 over a span of about 3.5 units; and one patrols left and right around x=0, z=1 over a span of about 2.2 units. Their motion should be smooth sinusoidal movement at differing speeds, and they should face toward the player while active. Implement stealth detection based on distance and line of sight: a guard can see the player within approximately 4.2 units if no cover/wall collider blocks the ray from the guard’s eye height (about 1.6) to the player’s body (about 0.9). Increase a spotted meter while visible and decay it when hidden; show an alert when detection begins, with “A guard is watching,” then “CAUGHT — move!” at high detection. If the meter reaches 100%, end the game as caught, change the top status to “Caught — restart the heist,” show “CAUGHT — the guards raised the alarm,” and display a centered dark overlay explaining that the patrols caught the thief’s silhouette. Use keyboard controls: WASD or arrow keys to move, Shift to run, and Space to jump; also support touch controls. Movement should feel like a third-person character controller with gravity and jumping. Include collision/line-of-sight geometry for the outer walls and cover blocks. Keep the stealth rules simple and readable: hiding behind the chunky cover blocks breaks the guards’ line of sight, while moving close to a guard in open space raises the alert. Overlay a responsive dark glassmorphism HUD on top of the canvas. At the top, use a rounded bordered panel spanning most of the viewport with the uppercase title “SHADOW HEIST” on the left and status “Stay out of the cones” on the right. Near the top center, show a rounded alert panel that is normally invisible and fades in only when spotted. At bottom left, show a rounded objective panel with text: “Sneak to the vault at the far end. Get close to the glowing gem to steal it. WASD / arrows move · Shift runs · Space jumps · touch controls work too.” Use a dark navy translucent background, subtle blue-gray borders, light blue-gray text, and a clean Inter/system sans-serif style. On success, cover the game with a translucent dark overlay and a centered rounded panel titled “Gem secured,” text such as “Silent footsteps. Clean getaway. Score: 1000,” and a green “Play again” button that reloads/restarts the game. Preserve the minimalist, sparse composition visible in the reference: the dark 3D environment dominates the screen, with cool blue lighting and the mint-green gem as the key bright focal point.