Arcade › Shadow Heist
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mahi Patel 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 Mahi Patel what you would add next.
Shadow Heist was built by Mahi Patel 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 playable third-person 3D stealth game titled "Shadow Heist". Set it in a dark, moonlit castle courtyard viewed from an over-the-shoulder/third-person camera that follows the player at about 6.5 units distance. Use a nearly black navy sky/background with fog, cool blue moonlight, soft shadows, and a tiled dark-blue stone floor inside a square castle enclosure. Surround the 22-by-22 playable area with pale pink-gray castle wall sections featuring crenellations; use chunky dark gray rectangular cover blocks inside the courtyard to break lines of sight: one around (-4,-2), one at (3,-4), one at (4,3), one at (-3,4), and a low central block around (0,0). Keep the visual style low-poly/stylized, with emissive neon accents and soft atmospheric lighting. The player is a readable stylized stealth thief, starting near the southwest corner at approximately (-7,-7). Build the avatar from simple primitives: a dark navy capsule-like cloak/body, shoulder mantle, rounded blue hood, arms and hands, dark legs and boots, and a small glowing mint-green eye slit. The player can move with WASD or arrow keys, sprint while holding Shift, and jump with Space. Support mobile play with a virtual joystick/touch movement control. Use collision against the floor, enclosing walls, interior cover, and the locked door while allowing the character to navigate around cover. The objective sequence is explicit: begin with HUD text "Steal the moonstone. Stay out of the guards' cones." Find and collect one glowing brass key located in the southwest/eastern? courtyard corner at approximately (-6,6). The key should be made from a gold ring, stem, and tooth, hover or glow visibly, and disappear when the player comes within about 1.25 units. Update the objective to "Key found. Reach the locked door near the moonstone." Display a KEYS counter changing from "0 / 1" to "1 / 1". A wide reddish-purple locked gate is positioned near the east/northeast side at approximately (7,5.8), with a gold lock. Before the key is collected, approaching within about 2.5 units should show "The door is locked. Find the brass key first." After collecting the key, approaching it unlocks the door, removes the gate collision and hides the gate, and changes the objective to "Door unlocked. Steal the moonstone." Place the moonstone objective at approximately (7,7). Make it a glowing mint/turquoise faceted octahedral crystal on a small purple pedestal, with a nearby cyan point light. Animate the crystal with slow rotation and a gentle vertical bob. Once the door is open, touching the crystal within about 1.3 units wins the game: hide the crystal and show a centered overlay titled "Heist complete" with the text "You found the key, unlocked the gate, and stole the moonstone." and a "Try again" reload/restart button. Add exactly three stylized guards with simple low-poly bodies, heads, dark hats, and small glowing lanterns. Give them distinct muted red, purple, and blue body colors. Place them on patrol routes: a north guard patrols between (-6,-6) and (6,-6), an east guard patrols vertically between (6,-3) and (6,7), and a south guard patrols between (6,6) and (-6,6). Guards move continuously back and forth around 1.15–1.35 units per second and face their direction of travel. Attach a translucent warm yellow triangular/conical vision indicator to each guard, extending forward about 3.3 units with a narrow forward field of view. The actual detection should require the player to be within 3.6 units, inside roughly a 0.62-radian forward angle, and have no blocking wall or cover between guard and player; use a raycast/line-of-sight check so cover can hide the thief. Implement a stealth alert state in the HUD. Smoothly interpolate alert when a guard sees the player: show green "SNEAKING" normally, amber "ALERT" during partial detection, and pink/red "SPOTTED" when strongly detected. If the alert rises above roughly 0.92, end the game with a centered overlay titled "Caught" and the text "The guards raised the alarm before you reached the moonstone." Include the same "Try again" button. Do not add combat, weapons, health, ammo, extra collectibles, or additional enemies. Use a clean fixed HUD over the 3D view: a translucent rounded dark panel at the top-left with the title "SHADOW HEIST" and the current objective; a matching top-right STATUS panel with the current status and KEYS 0 / 1; and a bottom-centered help panel reading "WASD / arrows to move · Shift to sprint · Space to jump · Find the key, unlock the door, steal the gem". Use pale lavender/white text, mint green success accents, amber warning accents, and pink danger accents. Maintain the game camera and HUD responsive on desktop and portrait mobile screens, with the world filling the viewport and no visible debug UI.