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Signal Run

  • 3d
  • cinematic
  • sci-fi
  • neon
  • chase
  • interactive
  • short-experience
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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. Xternal built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Signal Run yet. Play it, then tell Xternal what you would add next.

Make your own game

Signal Run was built by Xternal 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 Signal Run 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 Signal Run

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.

Recreate a browser-based Three.js cinematic chase game titled “Signal Run.” Make it a dark, stylized neon sci-fi city run viewed through a sequence of automated third-person/side/aerial camera shots rather than player-controlled driving. The experience lasts exactly 38 seconds and continuously advances unless paused; provide Pause/Play and Restart controls, plus Space to toggle pause and R to restart. There is no steering, shooting, collision, health, score, or other player input mechanic.

Scene and rendering: use a nearly black navy background (#02030a), exponential dark blue fog, perspective camera, anti-aliased rendering, ACES filmic tone mapping, and a cool moonlight/blue fill/magenta rim lighting scheme. Build a long dark road extending along the Z axis, about 18 units wide, with a slightly raised road surface, a central thin white/cyan dashed lane line, and glowing cyan edge lines at x=-8 and x=8. Add a bridge section farther down the route around z=76: a broad dark bridge deck, cyan-lit side rails with repeated small pink glow markers, and dark supporting pillars descending below it. At the distant end near z=-112, create a bulky dark tunnel mouth with roof and side blocks and a cyan glowing entrance panel.

Surround the route with a compressed futuristic skyline. Place dark blue-black rectangular skyscraper blocks on both sides at repeated Z intervals, varying their widths and heights. Add thin horizontal window bands on the buildings: pink on one side and cyan on the other. Include additional tall imported-looking tower silhouettes/props if available, but keep the overall geometry abstract and low-detail. Add two suspended glowing cables/sign-like tubes crossing the skyline, one cyan and one magenta, curving through the scene. The visual style should be sparse, geometric, atmospheric, and emissive, with cyan, pale white, and hot magenta accents against near-black architecture.

Vehicles: use two stylized low-poly spaceship/car-like chase vehicles on the road. The lead vehicle is a dark/black “signal” craft starting near (0, 0.5, 38), with subtle blue emissive detailing; the pursuer is a dark metallic hunter craft with a faint magenta emissive accent starting near (0, 0.6, 50), facing the opposite orientation relative to the lead. If using the same available asset types, use a compact spaceship model for the lead and a striker/hunter-like model for the pursuer. During the 38-second sequence, move the lead down the road as z = 38 - elapsedTime*4.25 and the pursuer as z = 50 - elapsedTime*4.05. Make both weave laterally with smooth sine motion: lead x = sin(t*.75)*2.6 plus an extra sin(t*1.8)*1.8 after t=18; pursuer x = sin(t*.75+.55)*2.5. Give them tiny vertical bobbing and slight roll oscillation. Add 18 simple non-colliding traffic pods distributed along the route in four lanes at x=-5.3, -2.7, 2.7, and 5.3, starting at staggered Z positions; make them rectangular low-poly silhouettes with pink, cyan, or pale white emissive materials. Move them slowly in alternating directions and wrap them around the route when they pass either end.

Camera choreography: smoothly look at a target throughout the sequence. From 0–6 seconds, use a low dashboard/side reveal: camera around x=-4.5, y=2.2, moving in Z from 34 to 24 while looking toward the lead route. From 6–13 seconds, use an elevated weaving shot around y=12 down to 9, with lateral sine movement, moving from z=24 toward -3 and looking farther down the road. From 13–20 seconds, use a wheel-level tunnel approach around y=1.3, moving from x=-6 to 6 and z=3 to -32 while looking toward the tunnel. From 20–28 seconds, track sideways across the bridge, moving x=-13 to 13, y=4.4, z=48 to 80, looking toward the bridge. From 28–35 seconds, pull back from overhead, moving from roughly (11,14,104) toward (-13,7,70) while looking back along the bridge. From 35–38 seconds, make a mysterious retreat toward the tunnel: move toward (0,15,-116) while looking at the tunnel around y=2. Keep the camera motion cinematic and continuous.

HUD: overlay a fixed full-screen interface above the canvas. At top left show small spaced uppercase text “SIGNAL RUN // 07” in muted pale gray. At top right show glowing cyan uppercase “UNKNOWN SIGNAL // LOCKED,” changing after 33 seconds to “SIGNAL LOST // ???”. At the bottom center show staged glowing uppercase captions, fading/transitioning as follows: at 0 “SIGNAL ACQUIRED”; 4 “UNKNOWN ORIGIN // ROUTE LOCKED”; 9 “PURSUIT DETECTED”; 15 “NO SAFE EXIT”; 22 “BRIDGE SECTOR // FULL THROTTLE”; 29 “THE CITY ENDS BELOW”; 34 “SIGNAL LOST”; and at the end “SIGNAL LOST // TO BE CONTINUED.” Put a thin horizontal progress bar beneath the caption, centered and about 520px wide (responsive), with a dim translucent track and a cyan-to-magenta gradient fill advancing from 0% to 100% over 38 seconds. At bottom right show outlined dark translucent buttons labeled “PAUSE” and “RESTART”; clicking Pause changes it to “PLAY,” freezes elapsed time and animation, and clicking Restart resets the sequence to time zero. Use uppercase typography, generous letter spacing, subtle cyan/magenta glow, and a clean minimalist broadcast-interface aesthetic. Ensure the final look matches a tall portrait screenshot: most of the screen is dark city roadway and sky, while the HUD remains crisp and readable.

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