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Arcade › Skyforge Builder
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maura McVey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyforge Builder yet. Play it, then tell Maura McVey what you would add next.
Skyforge Builder was built by Maura McVey 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 Builder 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 third-person building game titled “Skyforge Builder.” Use Three.js-style real-time rendering with a dark navy space-like arena, atmospheric fog, soft shadows, ACES-style cinematic tonemapping, and a cyan sci-fi glow aesthetic. The camera is a perspective third-person camera that follows the player from behind at about 7 units away; the player can move with WASD, jump, and rotate/look with the mouse. Keep a centered cyan glowing plus crosshair for aiming and raycast from the screen center into the world. The arena is a large dark-blue square ground slab, about 34 by 34 units, with subtle metallic appearance. Around its perimeter place 24 small glowing blue rectangular marker segments in a circular ring. Add two decorative raised sci-fi platform models near opposite corners/edges of the arena if external Kenney space-kit assets are available; otherwise use simple futuristic platform geometry. Light the scene with a cool blue hemisphere light, a strong pale-blue directional key light with shadows, and a cyan point/rim light that follows near the player. At the center is a starter construction made from snapped cube blocks on a 2-unit grid. Blocks are 1.85-unit cubes, positioned so their bottoms sit at y=0; initialize a roughly 5-by-5 footprint with the outer corners omitted (cells where abs(gridX)+abs(gridZ) is less than 4), plus three elevated blocks at grid positions (0,1,0), (1,1,0), and (-1,1,0). Use three glossy emissive materials, cycled by placement: bright cyan, violet/purple, and warm gold/orange. Give blocks metallic surfaces, strong colored emissive underglow, cast shadows, and receive shadows. The UI starts with 12 available blocks, 100 energy, and 0 score. Building consumes one available block and 5 energy and awards 25 score. Available blocks cannot go below zero and building is disallowed when energy is under 5. Energy regenerates continuously at 2 per second up to 100. The player is a simple stylized futuristic builder: a pale cyan-white capsule-shaped humanoid with rounded ends, metallic/emissive shading, a small dark rectangular visor glowing cyan on the front, and a short dark sci-fi tool/gun projecting from the right/front side. Place the player initially at (0,0,8). Clicking the primary mouse button builds: raycast from the crosshair against the ground and all blocks, determine the struck face normal, and snap a new cube to the adjacent 2-unit grid cell, clamping the grid y to zero or higher. Select the cube color deterministically from its grid coordinates. Show a brief expanding/fading cyan pulse at the player/tool when a block is successfully built. Right-clicking erases only elevated blocks (grid y greater than 0), never the ground or base-level blocks; erasing returns one block to the inventory and subtracts 10 score, never below zero, with a brief orange pulse. Prevent the browser context menu. Periodically spawn hostile raider drones, at most four at once, every 4.5 seconds. Each drone is a hovering red/pink glowing faceted icosahedral core surrounded by a thin orange glowing torus ring. Spawn it around a radius of 15 from the origin at a random angle and height between 2 and 5. Drones continuously home toward a point about one unit above the player, move at roughly 1.2 plus score/500 units per second, and rotate. When a drone reaches within 1.4 units of the player, remove it, reduce energy by 18 (clamped at zero), reduce score by 50 (clamped at zero), and show a red/pink impact pulse. There is no weapon-fire or drone-destruction mechanic beyond these collisions. Overlay a fixed HUD with a translucent dark glass style, thin cyan border, rounded corners, and responsive layout. At top left show the spaced uppercase title “SKYFORGE BUILDER” and the subtitle “Build the impossible. Defend the core.” At top right show BLOCKS, ENERGY, and SCORE labels with large bright cyan values. At the exact center show the cyan crosshair. At the bottom center show the pill-shaped instruction bar: “WASD move · mouse look · click to build · right-click erase · BUILD MODE,” with BUILD MODE emphasized in gold. Keep the HUD pointer-safe except for its normal browser interaction, and hide overflow so the canvas fills the viewport. On small screens reduce padding/font sizes and hide the subtitle. The game is an ongoing sandbox: the goal is to construct outward/upward while conserving energy and surviving the pursuing drones; there is no separate win screen.