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Skyforge Island

  • 3d
  • third-person
  • shooter
  • battle-royale
  • survival
  • building
  • 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. Ashwin Raj Dahal built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyforge Island yet. Play it, then tell Ashwin Raj Dahal what you would add next.

Make your own game

Skyforge Island was built by Ashwin Raj Dahal 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 Island 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 Island

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 arena survival shooter called “Skyforge Island.” Begin with a full-screen dark navy selection screen using a centered translucent rounded panel. Show the title “SKYFORGE ISLAND,” the subtitle “Choose your original avatar, then survive the storm,” and four selectable avatar cards in a 4-column grid (2 columns on narrow screens): Blue Vanguard in cyan, Crimson Mask in red, Verdant Scout in green, and Violet Striker in purple. Each card displays a simple stylized humanoid portrait made from a rounded body and circular head, plus its visible label and descriptor (Balanced, Fast reload, More stamina, More shield). Blue Vanguard is selected initially with a brighter border/background. Include a gold START MATCH button and a small control legend: WASD move, Mouse aim, LMB shoot/build, RMB aim, Space jump, Shift sprint, R reload, E pickup, Q build.

On start, hide the selection UI and enter a low-poly, colorful Three.js-style third-person island battlefield. Use a bright sky-blue background with atmospheric fog, hemisphere lighting and strong directional sunlight/shadows. The playable area is a flat square green island approximately 120 by 120 units, with a dark gray paved crossroad running through its center. Populate it with simple geometric scenery: scattered low-poly trees (brown/green trunks and faceted green crowns), multiple small tan rectangular houses with reddish roofs, a gray metal bunker near the north/center, a gray industrial building toward the west, a raised green hill toward the south, and scattered gray rocks. The camera follows behind and above the player at roughly 7 units distance, with a centered white crosshair.

The player is a small simple humanoid capsule avatar with the chosen color and a dark visor. Spawn at the center. Give the player 100 health and normally 50 shield; if the purple Violet Striker is selected, start with 80 shield. Support third-person WASD movement, jumping, gravity, sprinting through the game controls, mouse camera aiming, and right-mouse aiming state. The goal is to eliminate all opposing bots and survive the shrinking storm. Spawn 12 colored simple humanoid enemy bots at random positions across the island. Each bot has 100 health and 25 shield, moves toward the player when farther than 10 units, and periodically attacks at close range; enemy attacks visibly/meaningfully reduce the player’s shield first and then health. When a bot is eliminated, remove it from the world. Display victory as a dark translucent full-screen overlay with a panel, huge gold “VICTORY!” text, “You outlasted the island.”, and a PLAY AGAIN button that reloads the game. If the player reaches zero health, stop gameplay and show the hint text “Eliminated — reload to try again.”

Implement a shrinking purple storm boundary: place a translucent purple circular ring around the island, initially about 58 units radius, with a storm timer starting at 90 seconds. After the timer expires, steadily shrink the safe radius toward about 12 units. Damage the player over time while their horizontal distance from the island center is outside the current storm radius. The top-center HUD must show “Players: 13” initially (player plus living bots), “Storm: 90s,” and a storm-distance readout in meters; update both counts and values during play.

Add loot as glowing colored cubes at several fixed scattered locations. At each loot location place a weapon cube, an ammo cube, and either a green healing cube or blue shield cube. Weapon loot randomly contains one of: Scatter Blaster, Rift SMG, Longshot, Sidearm, or Nova Rocket. Walk within roughly 3 units and press E to pick up: weapons replace the current weapon and fill its magazine/provide its reserve capacity; ammo increases reserve ammo; healing restores up to 35 health; shield restores up to 35 shield, capped at 100. Remove picked-up loot and give a brief simple pickup sound.

Start with a Pulse Rifle, 30-round magazine and 90 reserve ammo. Implement these weapons and their visible HUD behavior: Pulse Rifle (18 damage, 7 shots/sec, 30 magazine, 90 max reserve, 80 range, slight spread); Scatter Blaster (10 damage per pellet, 1.2 shots/sec, 6 magazine, 30 reserve, 24 range, 7 pellets, broad spread); Rift SMG (9 damage, 12 shots/sec, 40 magazine, 120 reserve, 48 range, moderate spread); Longshot (70 damage, 0.7 shots/sec, 5 magazine, 20 reserve, 140 range, very tight spread); Sidearm (24 damage, 4 shots/sec, 12 magazine, 60 reserve, 55 range); Nova Rocket (60 damage, 0.5 shots/sec, 1-round magazine, 8 reserve, 90 range). Holding left mouse fires repeatedly subject to fire rate, magazine and reload cooldown, using ray-based hits against bots and player-built objects; R reloads over about 0.7 seconds and the HUD should show “RELOADING.” Use short simple oscillator beeps for shooting, reloading, pickup, building, and eliminations rather than external sound assets.

Implement a basic Fortnite-like building mode. Press Q to toggle build mode. While enabled, show a translucent cyan ghost preview about 4 units in front of the player, snapped to a 2-unit grid, and left-click places the selected piece if at least 10 of the starting 500 materials remain. Number keys select pieces: 1 WALL, 2 FLOOR, 3 RAMP, 4 ROOF. Place solid tan geometric structures costing 10 materials: a thin 4x3 wall, a thin 4x4 floor, a slanted 4x5 ramp, or a raised 4x4 roof. Built pieces have about 120 health and can block ray hits. Hide the preview when build mode is turned off.

Use a clean fixed HUD layered over the 3D view. Top-center rounded translucent dark panel: players remaining and storm timer/distance. Left-top panel: HEALTH number and green bar, SHIELD number and blue bar, plus an E pickup prompt that changes when loot is nearby. Bottom-right panel: current weapon, “ammo / reserve,” “BUILD: ON/OFF · PIECE: ...,” and “MATERIALS: ...”. Center screen: white plus crosshair. Bottom-center: a small rounded hint panel initially reading “Drop in, loot up, survive.” Use responsive sizing, dark navy translucent panels with thin light borders, rounded corners, and a polished arcade battle-royale presentation. Keep all geometry stylized and primitive rather than realistic, with no invented menus, vehicles, inventory screens, or extra game modes.

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