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Arcade › Shadowshift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jonise Sainrosier Romelus built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Shadowshift yet. Play it, then tell Jonise Sainrosier Romelus what you would add next.
Shadowshift was built by Jonise Sainrosier Romelus 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 Shadowshift 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 low-poly survival sandbox called “Shadowshift,” presented from a third-person camera by default. Use a dark, cinematic blue-purple nighttime city/liminal arena aesthetic: foggy deep navy background, simple block buildings, a broad dark road, crates, soft shadows, cool blue lighting, and cyan emissive objectives. Use a compact 70-by-70 flat ground area with a central road approximately 10 units wide and 62 units long. Place rows of chunky rectangular buildings around the road (including purple-gray and blue-gray facades) and a line of wooden crates near the center. Render with a perspective camera, fog, shadows, ambient hemisphere light, a cool directional key light, and a blue rim/point light. Use stylized Kenney-like blocky character and sedan assets if available, plus an animated floating ghost monster for the horror mode. At launch, show a full-screen dark translucent mode-selection overlay with a centered rounded panel. The title should read SHADOWSHIFT, with “SHIFT” highlighted cyan. Below it, show: “A two-mode third-person survival sandbox. Pick a mission and drop into a compact playable slice.” Offer two side-by-side selectable cards: “SPYS ROYALE FUGE” in cyan, described as a tactical spy sandbox where the player moves through a city block, approaches guards, takes intel, borrows a disguise, and tests a getaway sedan; and “PURE HORROR SURVIVAL” in pink/red, described as a weaponless escape from a roaming ghost to a glowing exit beacon in a shifting arena. Include the small footer “Original browser game slice — stylized low-poly visuals, mobile controls included.” The player is a controllable animated blocky character starting at the near end of the road around (0,0,9). Provide WASD/arrow movement, mouse or touch-drag camera look, Space jump, and E interact; support mobile-friendly touch controls. The standard third-person camera follows behind the player at a moderate distance, with a visible small crosshair reticle at screen center. Include a First Person/Third Person toggle in the HUD and also allow V to toggle it. In first person, place the camera around the player’s head and look forward in the player’s facing direction. Include Restart (also R), Modes/menu, Build, and Larger HUD controls. When either mode starts, hide the menu, display the selected mode in the top-left, and run a short skippable dialogue/cutscene with a dark dialogue box near the bottom center and speaker labels. The spy briefing cycles through CONTROL: “Agent Nova, the compound is watching every door.”, NOVA: “Then I will become someone they expect to see.”, and CONTROL: “No alarms. No witnesses. Get the intel and disappear.” The horror briefing cycles through ARCHIVE: “Arena rotation locked: Blue Hall.”, ARCHIVE: “No weapons detected. Exit beacon is active.”, and WHISPER: “The thing in the dark already knows your name.” Provide a Skip Cutscene button and Escape-key skip. During the cutscene, keep the camera aimed toward the relevant area and prevent normal play. Mode 1 is the spy campaign, labeled “SPYS ROYALE FUGE · CAMPAIGN 01.” Place two animated guards around x=-7 and x=7, z=-5, facing into the compound, and place a getaway sedan around (8,0,10). There is a cyan intel terminal/objective at the far end around (0,1.1,-12); it can be represented by a glowing cyan short cylinder, but keep it hidden until appropriate if matching the original implementation. The initial objective is “INFILTRATE · 0/1 INTEL,” with status guidance: reach the cyan intel terminal, press E, disguise yourself using a downed guard, then take the getaway sedan. The player must approach a guard within about 3.2 units and press E to knock that guard down and acquire a disguise. Update the objective to “DISGUISE EQUIPPED · 0/1 INTEL” and explain that the player can blend into the secure zone. Then approach the terminal/origin interaction area within about 3.5 units and press E to secure intel. Update the objective to “ESCAPE · GETAWAY READY,” set the score to 100, and display the fictional weapon intel “Nightglass Micro-Pistol · midnight ceramic · engraved owner: AGENT NOVA,” while instructing the player to press E beside the sedan. Finally, approach within about 4 units of the sedan and press E to complete the mission, set score to 250, update the objective to “MISSION COMPLETE,” and report the getaway vehicle tagged to AGENT NOVA. The pistol is story/intel text only; do not add shooting mechanics. Guards slowly rotate while standing, and the downed guard remains on the ground. Mode 2 is “PURE HORROR SURVIVAL · ARENA 01.” It is weaponless. Spawn an animated floating ghost around (0,0,-7), scale it up slightly, and make it pursue the player continuously at approximately 1.65 units per second, hovering around y=1.2 with a gentle vertical sine-wave bob and turning toward the player. Place a bright cyan glowing escape beacon around (0,1.1,-23), visible from the beginning. The objective reads “ESCAPE THE SHIFTING ARENA.” The player wins by reaching within approximately 3.5 units of the beacon, automatically interacting, setting score to 500, changing the objective to “ESCAPED,” and showing “You escaped / The arena rotation archive is unlocked.” If the ghost comes within approximately 1.7 units, stop the game, set objective to “CAUGHT,” and show “The ghost found you / Press Restart to try the escape route again.” Do not add weapons or combat. Implement the arena-shift timer in horror mode starting at 1320 seconds. Count it down and, when it reaches zero, reset it, advance an arena index modulo 10, alternate the fog color between deep navy and dark purple, and show “Arena shifted / New liminal layout loaded. Find the beacon.” The visible implementation only needs to change the atmosphere/fog rather than procedurally rebuilding the entire layout. Keep the beacon glowing with cyan emissive material. Include a lightweight sandbox building feature matching the original: clicking/tapping Build toggles build mode and immediately places a cartoon blue-emissive wall about three units in front of the player on a simple two-unit grid; show status text explaining build mode. Press B to toggle Build, and press N to place a wooden stair object in front of the player. A wall is a rectangular 3-by-2.8-by-0.35 block and stairs are a brown 2-by-1-by-0.9 block tilted slightly. Display “Build mode off / Resume infiltration” when leaving it, and “Placed a cartoon wall/stair. Press B to exit build mode.” after placement. Building is available during active play but not during the cutscene. Include basic collision/ground behavior and jumping, while preserving the compact playable layout. HUD styling should be glassy and readable over the dark scene: fixed top bar with SHADOWSHIFT branding, selected mode subtitle, and a rounded objective pill; bottom-left translucent status card; bottom-right row of rounded buttons; a centered pale crosshair; and a larger-HUD toggle that increases button and status text sizes. Use responsive layout: stack the mode cards on narrow screens, enlarge touch buttons, and keep the dialogue/status panels readable on mobile. Use cyan for objectives and spy accents, pink/red for horror accents, gold for status headings, muted lavender body text, rounded borders, blur/translucency, and strong dark shadows. Provide game state behavior for restarting the selected mode and returning to the mode menu.