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Shadow Heist

  • 3d
  • stealth
  • top-down
  • arcade
  • low-poly
  • mobile
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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. Danielius built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadow Heist yet. Play it, then tell Danielius what you would add next.

Make your own game

Shadow Heist was built by Danielius 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.

Read the build brief for Shadow Heist

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 3D top-down stealth game titled "Shadow Heist". Use a dark blue-black nighttime courtyard with a fixed/overhead third-person camera following a small shadowy thief, rendered in a low-poly style with flat, simple geometric forms, soft shadows, atmospheric fog, and a nearly black navy background. The player is a dark charcoal capsule-like humanoid, starting near the lower-left corner of a rectangular walled courtyard. Build a maze-like layout from chunky blue-gray rectangular walls and several dark blue-gray low-poly cylindrical/octagonal pillars used as cover. Enclose the play area with perimeter walls. Place the objective in the far-right/back area: a bright cyan glowing faceted octahedral gem hovering above a short bronze/gold octagonal pedestal, with a thin cyan circular ring on the ground around it. The gem should gently bob and rotate and the ring should slowly rotate for visual emphasis.

Add four humanoid knight guards distributed through the courtyard. They patrol back and forth between two waypoint positions each, move at a steady walking speed, rotate to face their travel direction, and have idle/walking animation if available. Each guard projects a translucent red/pink fan-shaped vision cone in front of them onto the ground. The cone is dim pink when idle and becomes brighter red when the player is detected. Detection should require the player to be within roughly 4.8 world units, in front of the guard's facing direction, and with walls blocking line of sight; walls and cover should therefore let the player hide. If detected, stop the active gameplay and show the message "Caught! Press R or tap the screen to retry." in red. Allow retry/reset with R or tapping the retry button, returning the thief to the starting position and restoring the gem.

Use top-down movement controlled by WASD or arrow keys and support a mobile virtual joystick through the top-down control system. Allow a hop/jump with Space. The player must sneak through the cover, reach within about 2.2 units of the pedestal, and activate the theft with E, Enter, or an on-screen touch button. Only show the gold "STEAL GEM" button when close enough to the gem. On successful theft, hide the gem, freeze the guards/gameplay, award a score of 100 internally, and show the gold message "Gem stolen! You made it out clean." Hide the steal button after winning.

Overlay a minimal fixed HUD: title "SHADOW HEIST" in spaced uppercase light blue at the upper-left, current status text at upper-right, and a small lower-left instruction reading "WASD / arrows or the mobile joystick · Space to hop". The interaction button should be a prominent gold rounded rectangle at lower-right, changing to "RETRY" after capture. Use dark navy, slate blue, cyan, red/pink, and gold as the key palette. Maintain collision/occlusion behavior so the maze walls visually and functionally block guard sight, while movement remains a simple arcade stealth experience.

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