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Arcade › Starbound Steps
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Burak Sarıgüzel built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Starbound Steps yet. Play it, then tell Burak Sarıgüzel what you would add next.
Starbound Steps was built by Burak Sarıgüzel 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.
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.
Rebuild “Starbound Steps” as a compact third-person 3D platforming game in a bright, stylized low-poly sky. Use a Three.js-like renderer with a pale blue background (#8fd3ff), matching blue fog in the distance, soft shadows, a perspective camera around 58 degrees field of view positioned roughly 6.5 units behind the player, and a sunny lighting setup: bright hemisphere fill plus a strong directional sun from above/front-left. The scene should feel airy and toy-like rather than realistic. The playable character is a simple upright red/coral capsule astronaut, approximately 0.28 units wide with a 0.62-unit capsule body height, standing on the platforms. Add a small cyan glowing visor/face piece on the front of the capsule. The character casts a shadow. Provide third-person movement controls with keyboard directional movement (WASD/arrow-style movement) and jumping (Space), with movement speed about 5.2, jump speed about 8.3, gravity about -22, and collision against the platforms. The camera follows the player from behind in third person and keeps the player as the target. Build a linear sequence of six elevated green sky steps/platforms extending generally along the positive X direction, with slight lateral offsets and changing heights. Each platform is a green rectangular block with a grass-green top and a darker green underside/trim, visibly thick and casting shadows. Use these exact approximate platform placements and dimensions: platform 1 centered at (0, 0, 0), width 5, depth 4; platform 2 at (4, 1.3, -1.2), width 3, depth 2.4; platform 3 at (7, 2.6, 0.6), width 3, depth 2.2; platform 4 at (10, 1.7, -2.1), width 3, depth 2.2; platform 5 at (13, 3.0, -0.1), width 4, depth 3; and final platform 6 at (17, 4.2, 1.2), width 4, depth 3.2. Give each block a top thickness of about 0.5 and a darker lower band/underside beneath it. Place collision geometry on all six platforms. Place five collectible golden faceted star/crystal objects, one on each of the first five platforms, at approximately: (0.5, 0.15, 0), (4, 1.55, -1.2), (7, 2.85, 0.6), (10, 1.95, -2.1), and (13, 3.25, -0.1). They should be visibly golden, rotate continuously around their Y axis, and gently bob up and down. A star is collected when the player comes within about 0.85 units; hide it immediately and increment the count. Do not allow the player to win until all five are collected. Put a large golden open doorway/door object on the final platform at approximately (17, 4.2, -0.2), scaled about 1.5, so it is the destination after the collectibles. Once all five stars are collected, the instruction changes to tell the player the door is open. If the player then comes within about 1.25 units of the door, show a full-screen translucent dark overlay with a centered dark card, the heading “Door unlocked!”, the message “You made it across the sky steps.”, and a prominent yellow “Play again” button that reloads/resets the game. Decorate the platforms sparsely with small low-poly grass clumps: around (-1.5,0,-1.2), (2.2,1.3,-1.9), (8.2,2.6,1.3), (12.1,3,-1.1), and (15.4,4.2,2.1). Beneath and around the platforms, add a soft sea of pale, flattened white-blue cloud puffs at low altitude, so missed jumps read clearly against the sky. Use approximately fourteen overlapping low-poly/soft spherical cloud meshes distributed across the scene, with flattened vertical scale and semi-transparent opacity around 0.8. Add a fixed HUD overlay. In the upper-left, show a rounded dark translucent navy panel with a subtle light border, blur/shadow, the yellow uppercase title “STARBOUND STEPS”, and below it a light gray counter initially reading “Stars: 0 / 5”. At the bottom center, show a rounded pill-shaped dark translucent message bar initially reading “Collect every star, then walk through the golden door.”; after all stars are collected, change it to “The door is open — walk into it!”. Keep the HUD clean and readable over the sky, with responsive margins on narrow screens. Use the visual style of the supplied screenshot: bright cyan-blue sky, flat green platforms with dark sides, coral capsule player, gold collectibles, soft cloud forms, simple asset-like grass, and strong soft directional shadows. There are no enemies, weapons, timers, health bars, score multipliers, or other gameplay systems—completion is solely collecting all five stars and entering the door.