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Shiftfall Royale

  • 3d
  • battle-royale
  • third-person
  • arena
  • arcade
  • survival
  • low-poly
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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. noah.witkamp built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shiftfall Royale yet. Play it, then tell noah.witkamp what you would add next.

Make your own game

Shiftfall Royale was built by noah.witkamp 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 Shiftfall Royale 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 Shiftfall Royale

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.

Rebuild a browser-based 3D third-person arena game titled “Shiftfall Royale,” using a dark, polished arcade battle-royale presentation. The game should open on a full-screen lobby overlay above the 3D scene. Use a deep navy/near-black background with a soft blue radial glow, a centered rounded rectangular panel with a thin blue-gray border and translucent dark fill, and modern bold sans-serif typography. Show the title “SHIFT” in white followed by “FALL” in mint green, the tagline “A new battle royale world every five minutes.”, and this copy: “The island keeps changing. The loot is wildly overpowered. The Elites are watching. Drop into a five-minute match against rival champions and survive the current version of reality.” Beneath it, show three compact stat cards labeled WORLD, LOOT LAW, and SHIFT IN, then a large mint-green button labeled “DROP INTO THIS WORLD.” The initial world is randomly selected from the following rotating world set, each with its own sky/ground/accent colors and loot description: “Rowdy Hights 9” (keep the spelling exactly; loot: “Mythic melee overload,” center landmark: “The Keep,” dark blue sky and slate ground); “Magma Orchard” (loot: “Explosive fruit launchers,” center: “Ember Grove,” burgundy/orange palette); “Skyrail Scrapyard” (loot: “Jetpacks and shock rifles,” center: “The Broken Rail,” blue industrial palette); “Mirror Marsh” (loot: “Clone grenades and phase boots,” center: “The Reflection,” teal palette); and “Crownfall Desert” (loot: “Titan hammers and sun bows,” center: “The Sand Throne,” warm brown/gold palette). The lobby countdown starts at 05:00 and counts down; when it reaches zero, advance to the next world, rebuild the arena, and reset the countdown. Starting a match hides the lobby and reveals gameplay HUD. A match lasts five minutes or ends when the player dies; it also ends in victory when the timer expires or all rival champions are defeated. After a match, return to the lobby with a button labeled “RETURN TO LOBBY” on defeat or “QUEUE NEXT WORLD” on victory, and show the corresponding result text such as victory with eliminations or “Match ended · island stable.”

The playable scene is a stylized low-poly 3D floating/island arena viewed by a third-person follow camera. Use a dark world-colored background with matching fog, soft shadows, a hemisphere light, warm directional sunlight, and a cool rim light. The arena is a large circular raised island made from a low cylinder, with a glowing colored torus ring around its outer edge, a smaller dark circular center platform, and scattered low-poly rocks. Put the current world’s center landmark name in a floating white/gold label above the center. Arrange several stylized trees around the island perimeter and six wooden crates around the play area. Place a large decorative sword/blade prop at the center. Specifically in “Rowdy Hights 9,” add a simple dark red throne near the back of the center and a floating label “KING ARTHUR WATCHES.” Use low-poly Kenney-style 3D assets or close equivalents for the soldier characters, trees, crates, blade, and rocks, with cast and receive shadows.

The player is a small stylized soldier/champion character on the island, initially positioned near the front edge of the arena. Spawn seven rival soldier champions at varied positions around the circular arena. Rivals continuously move around orbital paths at different radii and speeds; they are not ranged enemies. If a rival approaches within roughly 1.35 world units, it periodically damages the player for about 9 health per second. The player starts with 100 health. Display the player’s health in a bottom-left dark translucent pill labeled “CHAMPION HEALTH,” with numeric health such as “100 / 100” and a horizontal progress bar that transitions from pink/red to orange. When health reaches zero, end the match and return to the lobby.

Add nine glowing floating loot orbs distributed around the island. Make them small faceted/icosahedron-like objects in the current world’s accent color, emissive and slowly spinning/bobbing. When the player comes within about 1.15 units, collect the orb and restore 18 health, capped at 100. There is no inventory or weapon UI: the central blade is decorative and the attack is a close-range melee strike. The player can attack on a roughly 0.48 second cooldown; if a living rival is within about 2.8 units, damage it by 34 health. Each successful hit increments the score, and a rival becomes invisible/defeated after three hits (100 health reduced to zero). The match is won when all seven rivals are defeated, when the five-minute match timer expires, or otherwise lost when the player’s health reaches zero.

During gameplay, keep a fixed HUD over the 3D scene: top-left translucent pill labeled “CURRENT WORLD” with the current world name in mint green; top-right pill labeled “WORLD SHIFT IN” and a timer, changing to “MATCH 05:00” while in a match; a small white glowing plus-shaped reticle at screen center; bottom-left champion health card; and a large circular orange-to-yellow glowing “ATTACK” button at bottom-right. Show the hint centered near the bottom: “WASD / joystick to move · drag to look · Space to jump · tap ATTACK to strike”. Support keyboard movement with WASD, mouse/touch drag to look, Space to jump, and F, pointer/canvas click, or the on-screen ATTACK button to strike. Support touch/joystick-style movement as well. Use a responsive full-screen layout, translucent rounded HUD cards, mint accent #8ff8c5, and a dark navy visual theme. The camera should follow the player at third-person distance around 6.6 units and provide a clear view of the circular arena, characters, props, glowing loot, and center landmark.

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