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SkyForge

  • 3d
  • flight-sim
  • exploration
  • management
  • arcade
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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. Norman Burley built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about SkyForge yet. Play it, then tell Norman Burley what you would add next.

Make your own game

SkyForge was built by Norman Burley 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 SkyForge 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 SkyForge

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 “SkyForge” as a browser-based 3D flight exploration and management game with a persistent local progression system. Use a third-person/optional cockpit-style camera over a stylized fictional world made with Three.js: a large blue ocean plane, five mountainous green/brown islands, scattered low-poly cone mountains, several blocky cities, roads with yellow center marks, and five airports. Each airport should have a long dark runway with white center stripes and yellow edge lights, a terminal building, and a control tower. The world coordinates and airport labels are: Aurora International (AUR, central), Cinder Valley (CIR), Montara Field (MNT), Solace Coast (SOL), and Frostpeak Base (FRO). The visual style is low-poly, atmospheric, and cinematic, with blue daytime sky, fog, directional sunlight, shadows, water, and optional darker night lighting.

The player pilots a stylized small aircraft assembled from simple meshes: pale streamlined fuselage, broad wings, tailplane, blue vertical fin, dark side engines, and dark canopy. The current default aircraft is SF-01 Sparrow, a Trainer. Include a fleet of 22 aircraft with distinct names, types, prices, top speeds, cruise speeds, handling, fuel capacity, burn rate, takeoff/landing distances, passenger capacity, cargo capacity, and range. The initial persistent save should give the pilot 25,000 credits, pilot level 1, 0 XP, one owned aircraft (the Sparrow), and the Sparrow selected. Persist credits, XP, level, owned aircraft, selected aircraft, completed missions, flight count, distance, landings, mission count, achievements, settings, weather, and time in localStorage.

The main menu is a dark translucent glassmorphism management dashboard over the rendered world. Brand it “SKYFORGE” with the subtitle “AEROSPACE EXPLORATION NETWORK” and the text “Fly a persistent fictional world, master the approach, build your fleet, and earn your wings.” Show Pilot Level, Credits, and Fleet count. Provide buttons for PLAY FREE FLIGHT, MISSIONS, AIRCRAFT SHOP, HANGAR, MAP, PROFILE, SETTINGS, and ADMIN. Show a Current Aircraft panel with name, type, top speed, range, handling, and mission progress. Use dark navy panels, cyan/blue borders and highlights, rounded cards, uppercase spaced labels, white bold values, and responsive layout.

Free Flight starts at the selected aircraft’s departure airport, just beyond its runway, at low altitude. Missions are fixed routes with airport origins and destinations: “First Departure” (PASSENGER, Aurora to Cinder, Easy, reward 1,800 credits, 220 XP), “Coastal Cargo” (CARGO, Solace to Aurora, Medium, 3,400 credits, 420 XP), “Mountain Hop” (CHECKPOINT, Montara to Frostpeak, Hard, 5,200 credits, 620 XP), and “Long Haul” (LONG DISTANCE, Aurora to Solace, Hard, 8,600 credits, 900 XP). In mission mode show the mission name, objective to fly to the destination, and distance. A mission completes only when the aircraft is within roughly 130 world units of the destination, below 45 altitude, moving slower than 170 and faster than 45; then award credits and XP, increment missions/landings/flights, save progress, display a completion toast, and return to the menu.

Flight controls must match the game: Arrow Up/Down control pitch, Arrow Left/Right turn/roll, Shift increases throttle, Z decreases throttle, Space brakes, G toggles landing gear, F toggles flaps, C cycles through five cameras, R resets the aircraft to the mission origin, and Escape pauses. Include clickable PAUSE and MENU buttons during flight. Flight physics should visibly respond to throttle and aircraft stats: speed approaches a throttle-dependent target based on top speed, pitch affects altitude, turning changes heading, and the aircraft moves forward through the world. Track altitude, airspeed, heading, vertical speed, throttle, fuel, gear, flaps, damage, and travelled distance. Consume fuel based on throttle and aircraft burn rate. Keep aircraft altitude above a low floor, show stall when slow at altitude, low fuel below 20%, low altitude near the ground, and overspeed above the selected aircraft’s top speed. Low-altitude high-speed flight damages the aircraft; when damage reaches zero, show “AIRCRAFT CRASHED” and reset with partial damage.

During flight display a top bar reading “SKYFORGE / FLIGHT DECK” and the aircraft name, with PAUSE and MENU buttons. At the bottom show translucent HUD panels with a grid for AIRSPEED, ALTITUDE, HEADING, VERT SPEED, THROTTLE, FUEL, GEAR, and FLAPS, plus warning text. A second panel shows either FREE FLIGHT and “Explore the SkyForge world” or the selected mission objective, distance, and “Press C to change camera.” Use five cameras: trailing chase camera, forward/near view, side view, forward offset view, and a circling external camera.

Implement management screens accurately: Missions as cards with route, difficulty, reward, XP, and START MISSION; Aircraft Shop listing all 22 aircraft with type, price, speed/range, handling, capacity, BUY/SELECTED/SELECT buttons, preventing purchases without enough credits; Hangar showing a stylized aircraft icon/maintenance bay, current aircraft, condition 100%, ENTER FLIGHT, and stat cards for airspeed, handling, fuel capacity, takeoff distance, landing distance, and passengers; World Map as a stylized ocean map with glowing airport dots and labels for Aurora, Solace, and Montara plus explanatory text about five airports, four cities, mountain islands, and open ocean; Pilot Profile with level, XP progress bar, credits, persistent local save label, flights, distance, landings, missions, and achievements; Settings with graphics quality, invert pitch, SAVE SETTINGS, and RESET SAVE; and an Admin screen requiring numeric code 0225, then controls for adding 100,000 credits, adding 5,000 XP, setting level 10, resetting progression, unlocking all aircraft, unlimited fuel, clearing weather, toggling day/night, teleporting to Aurora while in flight, and repairing the aircraft. Show temporary cyan-bordered toast notifications for level ups, purchases, errors, pause/resume, mission completion, crashes, and admin commands. Ensure the experience is responsive on mobile, with HUD grids collapsing to two columns and the menu becoming one column on narrow screens.

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