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Starbound Steps

  • 3d
  • platformer
  • third-person
  • collectathon
  • arcade
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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. Fabiano F. Bueno built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starbound Steps yet. Play it, then tell Fabiano F. Bueno what you would add next.

Make your own game

Starbound Steps was built by Fabiano F. Bueno 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 Starbound Steps 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 Starbound Steps

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 playable 3D third-person platforming game titled “Starbound Steps.” Use Three.js-style rendering with a bright sky-blue background and light blue atmospheric fog, soft shadows, and a clean colorful low-poly/toy-like aesthetic using Kenney Platformer Kit-style models. The camera is a perspective third-person camera following the small stylized humanoid player from behind and above, with the character visible while traversing a floating level. The game world is suspended against an otherwise empty blue sky; there is no visible ground or scenery beyond the platforms.

Build one linear ascending obstacle course from chunky square platforms. The starting platform is a wide green grass-topped block centered around (0,0,0), approximately 7 units wide by 5 units deep and 0.6 units thick. Beyond it, place raised dark/neutral platform blocks along a path: one around (5,1.2,-2) sized 3x2, another around (9,2.4,-2) sized 3x2, another around (12.5,3.7,0) sized 3x2, and a final large green grass platform around (16,5,1.5) sized 4x3. Render the grass platforms as tiled one-unit grass block models and the other platforms as tiled platform models, creating the visible repeated block pattern and beveled/star-like seams seen in the screenshot. The player starts on the left side of the first platform at approximately (-2,0.61,0).

Add two moving platforms that help bridge the gaps. The first is approximately 2.2x1.6 at (4,0.9,-2.1), moving back and forth on the X axis over a 1.35-unit range at speed 1.15. The second is approximately 2.2x1.6 at (10.8,3.25,0), moving on the Z axis over a 1.25-unit range at speed 1.0. Use smooth sinusoidal motion, with different starting phases, and make them solid colliders as well as visible platforms.

The player is a small stylized humanoid character. Provide third-person movement with WASD or arrow keys, and jumping with Space. Use movement speed about 4.7, jump speed about 8.2, gravity about -22, and a follow-camera distance around 6.4; support ordinary platform collision and a slope limit around 44 degrees. The player should have idle, walk, run, jump, fall, and land animation states if the selected character asset supports them. Start the run automatically after loading, while also showing a bottom-centered rounded yellow “START RUN” button initially; clicking it hides the button, focuses the game canvas, and shows a short “Collect every star” message.

Place exactly three collectible rotating star objects at these positions: approximately (3.9,1.0,0.2), (8.8,2.65,-2), and (14.8,6.0,1.5). Stars rotate continuously and gently bob vertically. When the player comes within about 0.82 units, hide the star, increment the count, and show “Star collected”; after the third star show “Door unlocked!” and change the exit door’s material/color to mint green. The HUD must display a star counter in the upper-right as “★ 0 / 3,” updating as stars are collected.

Add exactly three red enemy hazards shaped like glowing low-poly cones. They should cast shadows, rotate continuously, bob slightly, and patrol back and forth using sinusoidal motion. Place them around (1.3,0.62,0.25), moving along X with range 1.25 and speed 0.9; (6.3,1.82,-2), moving along Z with range 0.65 and speed 1.25; and (14.2,5.62,1.5), moving along X with range 1.05 and speed 1.1. Their scale factors are approximately 1, 0.9, and 1.05. If the player comes within about 0.78 units of a hazard, briefly prevent repeated hits with a 1.15-second cooldown, teleport the player back to approximately (-2,0.61,0), and display “Ouch! Watch the hazards.” Do not add lives, health bars, weapons, or other enemy behaviors.

At the far end of the final grass platform, place a large open door model at approximately (16,5.6,1.5), rotated to face the course, with a small solid door collider. The player can only complete the level after collecting all three stars and approaching within about 1.25 units of the door. Then show the centered message “LEVEL CLEAR — next door opened.” There is no additional level or restart flow specified.

Use bright directional sunlight from above/front, a cool hemisphere fill light, ambient fog, soft shadow mapping, and filmic tone mapping. Keep the sky and lighting airy and cheerful, while hazards are saturated red with a dark emissive glow. Implement the interface as a fixed overlay: upper-left translucent navy rounded panel with the bold title “STARBOUND STEPS” and the hint “WASD / arrows to move · Space to jump · collect all stars”; upper-right matching panel with the star counter; centered temporary status messages near the upper-middle; and the yellow pill-shaped START RUN button at the bottom center. On touch/coarse-pointer devices, hide the keyboard hint. Make the interface responsive and preserve the unobstructed full-screen 3D view.

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