Arcade › Solaris: Aurora City
Click the game above and it runs right here in your browser. No download, no installer, no account needed. wsjwnuj built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Solaris: Aurora City yet. Play it, then tell wsjwnuj what you would add next.
Solaris: Aurora City was built by wsjwnuj 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 Solaris: Aurora City 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 superhero free-roam game titled “Solaris: Aurora City.” Use Three.js or an equivalent WebGL engine. Begin with a full-screen suit-selection overlay over a dark cinematic blue interface: eyebrow text “AURORA CITY // GUARDIAN PROGRAM,” large title “CHOOSE YOUR SOLARIS LOADOUT,” descriptive copy about a cinematic third-person free-roam prototype, and three selectable suit cards: Solaris Prime (blue/gold), Solaris Aegis (dark navy/cyan), and Solaris Eclipse (dark purple/pink). The Prime card starts active and selection should visibly change the character tint. Include animation-preview buttons for Idle, Walk, Run, Punch, Kick, Jump, and Victory, plus a prominent gold “LAUNCH INTO AURORA CITY” button and a keyboard hint. Load a humanoid soldier/guardian character with skeletal animations, tinting its body/armor toward the selected palette, and show the character on a rooftop during the selection screen. After launch, place the player on a raised square launch deck/roof at the center of a large open futuristic city. Use a third-person follow camera with the character as its target. The environment should have a pale blue sky, atmospheric fog, directional sunlight, soft shadows, and a large yellow sun low-to-mid sky with faint translucent clouds. Build Aurora City from a large muted blue-gray ground plane, very long dark roads crossing the scene, thin warm yellow/orange road markings, many repeating blocky towers of varied height and width in blue-gray/slate materials, some with glowing cyan glass crowns and rooftop beacons, scattered green trees with brown trunks, and small static red/cyan traffic vehicles. The central launch roof should be a tall building top with a smaller metal deck and four warm deck lights. Core gameplay is patrol and emergency response. Let the player walk around freely with WASD using a third-person movement controller, jump/fall normally, and fly/boost upward while holding Space. Space consumes Guardian energy while ascending, caps the player’s altitude, and when released the player slowly descends back toward the rooftop/ground height; energy regenerates when not boosting. Holding Shift activates “HEIGHTENED PERCEPTION · World slowed”: visually shorten the fog distance and slightly brighten/expose the scene, and show that status in the HUD. Press F toggles heat vision and triggers an attack animation; while active, make the guardian’s emissive materials glow more strongly. Press B performs a shockwave: only if at least 20 energy is available, deduct 20 energy, play an attack animation, and emit several expanding cyan torus rings around the player that fade out. Press E attempts a rescue of the nearest unresolved emergency only when within about 24 meters; mark it complete, hide its marker, increment Rescues, and add 25 Reputation while playing a Victory animation. Number keys 1, 2, and 3 can preview Punch, SwordSlash/Kick, and Jump animations during play. Spawn three initial emergency events at random positions within the city. Each event is one of the visible text types “Rooftop rescue,” “Runaway vehicle,” “Building fire,” “Hostage situation,” or “Alien signal.” Represent each unresolved event with a hovering orange-red glowing cone marker that slowly rotates and bobs. In the HUD, continuously show the nearest unresolved event and its rounded distance in meters, or “No active emergencies” when all are complete. Add another emergency approximately every 14 seconds while gameplay is active. Use a clean fixed HUD over the 3D scene. At upper left show a translucent dark panel with “AURORA CITY,” “SOLARIS,” a status line such as “CITY PROTECTOR · PRIME,” and a compact control chip reading “WASD move · Space fly · Shift perception · F heat vision · B shockwave · E rescue.” At upper right show “GUARDIAN SYSTEMS,” an Energy label with a horizontal gold-to-orange bar, and “Reputation 0 · Rescues 0” with live values. Below/right show an outlined red-tinted “EMERGENCY ALERT” panel with the nearest event and distance. At bottom center show a translucent prompt such as “Fly over Aurora City and respond to emergencies.” Keep the interface responsive, with panels stacking sensibly on narrow screens. Use a premium sci-fi guardian aesthetic: dark navy translucent glass panels, thin cyan borders, warm gold typography/highlights, red emergency accents, cinematic lighting, and restrained neon effects. Do not add weapons, enemies, dialogue, multiplayer, or features beyond this patrol, flight, animation preview, emergency rescue, energy, reputation, and shockwave loop.