Arcade › Space Dogfight
Click the game above and it runs right here in your browser. No download, no installer, no account needed. somethingthebreach built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Space Dogfight yet. Play it, then tell somethingthebreach what you would add next.
Space Dogfight was built by somethingthebreach 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 Space Dogfight 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 space dogfight game titled "Space Dogfight" using Three.js. Render a dark, nearly black outer-space scene with a large surrounding starfield of about 2,500 small pale white points. Use a third-person chase camera behind and slightly above the player spacecraft; the camera follows the ship smoothly and looks toward the direction the ship is facing. The player is a blue/gray 3D spaceship (use a Challenger-style spaceship model if available), initially at the origin, with a small cyan circular crosshair with vertical and horizontal center lines fixed at the exact center of the screen. Gameplay takes place in open 3D space. Start with 18 asteroids distributed around the player at roughly 30–120 units away, at varied heights, scales, rotations, and slow random drifting velocities. Use gray meteor/asteroid models, with some detailed and some simpler variants. Asteroids continuously rotate and wrap around the play area when they pass the horizontal world edges. Also start with 5 hostile red enemy spacecraft (Bob-style ship models tinted red), placed about 50–120 units from the player. Enemies have 60 health, steer toward the player with simple smooth turning, accelerate forward, and periodically fire small red-orange projectiles when within 95 units. Keep enemies circulating within a wrapping space area and respawn a new enemy about 1.2 seconds after one is destroyed. Player controls: clicking the canvas requests mouse pointer lock; while pointer-locked, mouse movement aims/turns the ship with yaw and pitch, with pitch clamped so it cannot flip completely over. W accelerates forward, S accelerates backward more slowly, A and D strafe left/right and also roll the ship, and Q/E move vertically up/down. Apply velocity damping and cap player speed at about 85. The player wraps horizontally at x/z boundaries around ±160, while vertical position is constrained approximately from -70 to 90. Left mouse button fires a cyan laser projectile forward, with a short 140 ms firing cooldown. Right mouse button fires an orange homing missile toward the nearest active enemy, with a 650 ms cooldown; missiles steer toward their selected target, travel up to about 92 speed, live for a limited duration, and explode on impact. Lasers are small bright cyan spheres traveling quickly forward and have short lifetimes. Player lasers damage asteroids and enemies: each enemy laser hit removes 18 health, and a destroyed enemy awards 65 points. Asteroid laser hits create a brief gray particle explosion and have a chance to destroy the asteroid for 10 points. Homing missile impacts deal 45 damage and produce an orange particle explosion. Enemy ships flash/shrink briefly when hit. Colliding with an asteroid costs 22 player health, bounces the player away, and may destroy the asteroid for 15 points; colliding with an enemy costs 15 health and pushes the two ships apart. Player health starts at 100. When health reaches zero, stop gameplay and show a large red centered "GAME OVER" message with smaller "Click to restart" text; allow a key press to restart, resetting health, score, position, velocity, orientation, projectiles, asteroids, and enemies. Use a minimalist neon arcade HUD over the canvas: top-left cyan text reading "W/S: Thrust | Mouse: Aim & Turn | LMB: Laser | RMB: Homing Missile"; top-right cyan "SCORE: 0" that updates as points are earned; bottom-left a 200x20 cyan-outlined health bar with a green fill that shrinks with health; centered cyan crosshair; and bottom-center gray instructional text reading "Avoid asteroids • Destroy enemies for points • Homing missiles track targets" (wrapping to two lines if needed). Use a black background, cyan HUD accents, green health, red enemies and game-over message, simple bright projectile colors, subtle lighting, and brief colored point-particle explosions. Include responsive canvas resizing and prevent the right-click context menu.