Arcade › Streetline Syndicate
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Stephen Ragel built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Streetline Syndicate yet. Play it, then tell Stephen Ragel what you would add next.
Streetline Syndicate was built by Stephen Ragel 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 Streetline Syndicate 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.
Recreate "Streetline Syndicate" as a lightweight third-person 3D open-world driving game in a browser. Use a Three.js-style WebGL scene with a perspective chase camera positioned behind and above the player vehicle, smoothly following it and looking toward its center. The world is a large bounded city grid under a pale blue sky with distance fog: dark gray perpendicular avenues laid across a broad green ground plane, lighter lane/side strips, many simple low-poly rectangular buildings arranged in blocks, occasional glass-blue buildings, a waterfront/river band at the far side, and a green park containing rows of stylized conical trees. Include recognizable landmarks: a red safehouse building beside a dark garage, a glassy club, and scattered larger city-builder-style buildings/trees if external low-poly assets are available. Keep the aesthetic intentionally simple, colorful, low-poly, and arcade-like, with strong directional sunlight, soft shadows, ambient light, and clean geometric forms. The attached visual shows the vehicle centered in the foreground, a blue-green city/terrain ahead, red and blue block buildings in the distance, cone-shaped trees, and a bright open sky with chunky white clouds; preserve this overall visual impression even if clouds are represented simply. The player drives a sports sedan/car in the open city. Make the car visibly substantial and low-poly, with a light/white or red sports-sedan body, dark windows, and four dark wheels; if using a loaded sedan model, orient it so its forward direction agrees with movement, and provide a simple boxy fallback model if loading fails. Start the player around world position (-80, 0, 20). Vehicle movement is physics-like arcade driving: W accelerates forward, S reverses/brakes, A and D steer, and Space applies a strong handbrake. Cap forward speed around 92 world units per second and reverse speed around 34, apply drag when neither throttle nor reverse is held, and allow steering to depend on speed. Keep the car inside roughly x/z bounds of -760 to 760. On touch devices, show large translucent controls: a directional pad with up/down/left/right driving buttons plus BRAKE and INTERACT buttons. Build the mission flow exactly around three colored world markers and three police patrol cars. Use glowing vertical cylinders with rings at these locations: a gold marker at approximately (-220, 0, 180), a green cash marker at (-380, 0, -250), and a cyan safehouse marker at (420, 0, -360). Mission 1 begins as “Steal the sports car”: when the player drives within about 24 units of the gold marker, set the wanted level to 1 and show a toast such as “Car acquired · Lose the patrol.” Mission 2 is “Lose the patrol”: three police vehicles pursue the player while wanted is active; they should be simple white police cars with red light bars (or equivalent low-poly police models). When no police patrol is within about 70 units, gradually cool the wanted value down until it reaches zero, then advance to Mission 3 and show “Heat lost · Pick up the cash.” Mission 3 is “Pick up the cash”: proximity within about 26 units of the green marker awards $500 and advances to Mission 4, showing “Cash collected · Head to the safehouse.” Mission 4 is “Reach the safehouse”: reaching the cyan marker within about 30 units awards200, shows “Job complete · Free roam unlocked,” and changes the objective to “Free roam unlocked.” Do not require an E interaction for these mission triggers; they occur by proximity, although the interface can retain an INTERACT control because the original HUD includes it. Police behavior: place three patrols initially around (-500, 0, -100), (-260, 0, 80), and (-20, 0, 260) or equivalent spread-out positions. While wanted is active and the player is within approximately 260 units, each patrol steers toward the player at roughly 18 + wanted*5 units/second. If a patrol gets within 11 units, drain player health at about 16 points per second. When not pursuing, let patrols drift/patrol slowly. Start health at 100, cash at50, wanted at zero. If health reaches zero, reset health to 100, clear wanted, subtract $300 from cash without allowing negative cash, respawn the player near (-80, 0, 20), stop the car, and show “Busted · $300 fine.” Create a fixed HUD over the scene. At the upper left, use a dark translucent rounded panel with the gold uppercase title “STREETLINE SYNDICATE,” the current mission title, and a smaller explanatory subtitle. At the upper right, show Cash, Speed, Wanted, and Health: cash starts at