Appearance
Arcade › Solar Foundry
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Benjamin smejkal built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Solar Foundry yet. Play it, then tell Benjamin smejkal what you would add next.
Solar Foundry was built by Benjamin smejkal 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 Solar Foundry 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 responsive browser idle/clicker game titled “Solar Foundry” (header can read “Solar System Foundry”), presented as a dark sci-fi development dashboard. Use a deep navy/black background, blue bordered rounded panels, subtle gradients and shadows, cyan/gold/green accent colors, compact system UI typography, and responsive desktop/mobile layout. The main screen has a header showing the title, subtitle “AREA 1 // SUN + INNER PLANETS // DEVELOPMENT TREE,” and three live stats: “Stardust: 0,” “Taps: 0,” and “Nodes: 1/4.” Below it, use a large canvas-like starfield panel on the left and a right sidebar. The canvas is an interactive development tree: fill it with a dark navy space background and roughly 75 tiny, faint blue-white stars. Near the center show a glowing golden Sun node labeled “Sun,” with a bright yellow circular core and soft orange halo. Draw dark blue branching paths from the Sun toward future celestial nodes. Show Mercury to the left of the Sun, Venus to the right, and Earth farther to the lower-right. Sun is active; Mercury begins locked and is rendered as a muted gray-blue circle with a question mark; Venus and Earth remain locked muted circles with question marks. Label each node beneath it. Draw cyan connection lines from the Sun toward the branches. Include the canvas labels “AREA 1” and “Tap the tree to grow your star system,” plus a panel heading “Area 1 development tree.” Clicking/tapping anywhere on the canvas collects Stardust. Core clicker rules: begin with 0 Stardust, 0 taps, only Sun unlocked, and 1/4 nodes bought. Each canvas tap increments Taps and grants 1 Stardust. The first mission tracks the first 10 taps. After acquiring Solar focus, each tap grants 2 Stardust instead, and after acquiring Stellar rhythm every 10th tap grants an additional 10 Stardust. Show a footer status message that starts “Tap the tree to begin collecting Stardust” and updates to messages such as “+1 Stardust,” “+2 Stardust,” “Solar focus activated,” or “First light reward collected.” The sidebar contains a “Traits & upgrades” panel with three cards and functional Activate buttons. “Solar focus” costs 12 Stardust and says “Each tap gives +1 extra Stardust.” “Bright beginnings” costs 28 Stardust and says “Unlock Mercury on the development tree.” “Stellar rhythm” costs 55 Stardust and says “Every 10th tap gives a bonus burst.” Disable buttons when unaffordable; after purchase show “Owned” and a checkmark, deduct the cost, and mark the upgrade active. Bright beginnings unlocks the Mercury node, changes Nodes to 2/4, and completes the Reach Mercury mission. Do not allow repeat purchases. Below it, add a “Timed missions” panel (missions are progress-based; no actual countdown is required). Include “First light,” with text “Tap the tree 10 times,” a green progress bar, and a +15 claim button that becomes enabled at 10 taps; claiming gives 15 Stardust and changes the button to “Claimed.” Include “Reach Mercury,” with text “Unlock Mercury from the tree,” a progress bar and +30 claim button; it becomes complete when Bright beginnings is bought, and claiming gives 30 Stardust. Add a lower notice panel reading: “Current area: build outward from the Sun. Mercury is the first branch; later branches stay locked until future areas are added.” Add a footer with the status on the left and “One area at a time” on the right. Use an adaptive layout: on wide screens, a large tree area plus approximately 320px sidebar; on narrow screens stack the tree above the sidebar and keep the controls touch-friendly. Persist the live game state during the session, including Stardust, tap count, bought/unlocked nodes, owned traits, and mission progress. Do not add combat, enemies, timers, orbital physics, extra areas, or planets beyond the visible Sun/Mercury/Venus/Earth development tree.