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Shattered Reality

  • 3d
  • third-person
  • adventure
  • arena
  • sci-fi
  • low-poly
  • cinematic
0
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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. Thoshan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shattered Reality yet. Play it, then tell Thoshan what you would add next.

Make your own game

Shattered Reality was built by Thoshan 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 Shattered Reality 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 Shattered Reality

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 third-person 3D game titled “Shattered Reality,” with two selectable modes on a polished dark sci-fi main menu. The visual tone is cinematic and atmospheric: deep navy background, cool cyan typography and accents, subtle vignette, and a softly lit low-poly/fantasy landscape visible behind the UI. The title at the top reads “SHATTERED REALITY” with the subtitle “THE WORLD REMEMBERS WHAT YOU BREAK.” Center two large outlined rectangular menu buttons: “STORY MODE” / “Single-Player Adventure” and “FREE FOR ALL” / “Multiplayer With Friends.” At the bottom show “SELECT A MODE · KEYBOARD / MOUSE / CONTROLLER.” In the menu scene, slowly orbit or pan the camera around a simple pale-blue capsule-like hero silhouette standing in the landscape.

Story Mode: when selected, hide the menu and show a full-screen cinematic overlay first. The card is translucent dark blue with a cyan border and blur behind it. Display the heading “THE CRYSTAL,” the text “In the dark between worlds, a crystal once held space and time in perfect tension. Humanity found it. Then someone taught the universe how to break.”, the subtitle “WORLD 1 · VERDANT FRACTURE,” and a CONTINUE button. After continuing, enter a third-person, over-the-shoulder exploration scene. The player character is named Arden (a simple controllable third-person avatar is sufficient), starts around (0, 0, 30), and moves with keyboard/controller controls through a broad green grassland. Support mouse camera control, WASD-style movement, jumping, gravity, and a third-person camera around 8 units behind the player. Use soft shadows, fog, warm directional sunlight, cool fill light, and an ACES/cinematic color treatment.

Build the Verdant Fracture environment as a large flat grassy terrain with scattered rounded grassy hills, a translucent turquoise circular lake called Mirror Lake toward the right/east side, scattered low-poly trees and rocks, and a small Ancient Ruins area made of five tall weathered brown stone columns. Place the objective destination at approximately (0, 0, -32): a Shard Altar consisting of five dark angled supports and a large hovering/glowing cyan octahedral Reality Shard above them. Make the crystal emissive, bright aqua, slightly metallic, and visibly rotate or hover. Spawn one red/crimson faceted floating enemy called a Fracture Warden near (0, 0, -10); it slowly rotates and bobs in place.

Show the in-game HUD after the cinematic: top-left translucent status panel reading “WORLD 1 · VERDANT FRACTURE” and “VITALS 100,” top-right panel reading “STORY MODE,” a small diamond-shaped crosshair at screen center, and a bottom-center objective panel initially reading “OBJECTIVE · REACH THE SHARD ALTAR.” As Arden approaches within about 7 units of the altar, change the objective to “OBJECTIVE · CONFRONT THE WARDEN” and briefly show a gold-accent toast near the upper center reading “THE SHARD REMEMBERS YOU.” The Warden continuously damages the player while within about 3 units, reducing VITALS over time from 100; retain the atmospheric exploration/confrontation prototype behavior rather than inventing a full boss fight, weapons, or extra levels.

Free For All mode: selecting it hides the main menu and opens a centered dark translucent modal titled “FREE FOR ALL · WORLD 1.” The text says: “Local arena prototype — you and three rival pilots are competing for shard energy. Move with WASD or the on-screen joystick, aim with the mouse, and press F to fire a pulse.” Include a scoreboard with four rows: ARDEN, RIVAL 1, RIVAL 2, and RIVAL 3, each starting at 0, and a button labeled “DROP INTO ARENA.” On entering the arena, use the same Verdant Fracture landscape and third-person player controls, with three red faceted rival pilots/enemies spawned around x positions -18, 0, and 18 near z=-12. Their movement should be simple autonomous drifting/wandering, with slow rotation. Show an arena HUD/panel and keep the scoreboard visible or accessible.

In Free For All, aim in the camera’s forward horizontal direction and press the F key to fire a small glowing cyan pulse sphere from the player. Give the pulse a small diamond/crosshair-friendly projectile appearance, move it rapidly forward at roughly 22 units per second, and remove it after roughly two seconds. If it comes within about 2 units of a rival, award one point to both the player score and the hit rival’s displayed score, consume the projectile, update the scoreboard, and briefly show a gold toast reading “PULSE HIT.” Keep the interface clean and responsive, with dark blue translucent panels, thin pale-cyan borders, uppercase letter-spaced labels, cyan highlights, muted blue-gray secondary text, and gold for objectives/feedback. Ensure the experience is playable in a browser with responsive resizing and supports keyboard, mouse, and controller-style input where available.

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