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Starbreak VR

  • 3d
  • vr
  • first-person-shooter
  • sci-fi
  • arcade
  • room-clear
  • desktop-fallback
0
Remix it Discord

4 plays ·added July 5, 2026

About Starbreak VR

Clear three compact sci-fi rooms with dual pistols, aiming and firing in VR as rusher and shooter bots push in. Reload with a button or a quick downward flick, grab ammo and health pickups, and reach the final exit.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Emrik Roundtree built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starbreak VR yet. Play it, then tell Emrik Roundtree what you would add next.

Make your own game

Starbreak VR was built by Emrik Roundtree 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 Starbreak VR 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 Starbreak VR

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 first-person sci-fi corridor arena shooter called “Starbreak VR,” playable both in WebXR VR and desktop fallback. The player is a compact blue-gray stylized mech/robot body (George mech avatar) in a dark, cool-blue futuristic environment, holding one small pistol in each hand. Build three compact square rooms arranged along a straight z-axis and connected by short narrow sci-fi corridors. Each room is approximately 10 by 10 world units with tiled metallic floors, dark blue-gray walls, a low ceiling, glowing cyan ceiling light panels, point lighting, and framed door openings. Use modular space-station/corridor visual language: metallic panels, cyan trim, clean toon-like asset styling, crates and orange explosive barrels as cover. The world should have a very dark navy background and subtle fog, with bright cyan, orange, green, and red emissive accents.

Start the player near the entrance of room 1, facing down the room/corridor direction. The game has a start overlay/card with the title “Starbreak VR,” explanatory text about clearing three compact sci-fi rooms, surviving the bot rush, and reaching the exit, plus Start Mission and Restart buttons. It explains desktop click-to-capture aiming or Enter VR. Behind/around the overlay, show a HUD with HEALTH (starting at 100), BOTS LEFT, left/right pistol ammunition, a center crosshair in desktop mode, status messages, and a brief red damage flash when hit. Keep the HUD minimal, translucent, and blue-black to match the screenshot.

Core objective and progression: clear all enemies in room 1, then the cyan energy barrier at its far doorway opens; proceed through the narrow corridor to room 2, clear it, proceed to room 3, clear it, and then reach the final exit doorway/beacon beyond the last room to win. The barriers are translucent glowing cyan planes across the room exits and block movement and combat raycasts until all bots in that room are dead. The final exit is a framed sci-fi door with a glowing green/cyan vertical beacon. Health reaching zero causes a loss/game-over state; clearing the final room and reaching the exit causes a win state.

Populate the rooms exactly as compact combat arenas with increasing enemy counts. Room 1 has two cover props (a crate on the left and an explosive barrel on the right), one floating orange/yellow ammo pickup toward the left side, one floating green health pickup toward the right side, and three enemies: one rusher near the far center and two shooters positioned toward the back corners near cover. Room 2 has two crates and one barrel for cover, one ammo pickup and one health pickup, and four enemies: two rushers plus two shooters using cover. Room 3 has two crates and two barrels, one ammo pickup and one health pickup, and five enemies: two rushers plus three shooters. Place cover so it can block both player laser rays and enemy shots. Pickups are small hovering glowing octahedral cores inside glowing rings: ammo is orange/yellow, health is mint/green. They slowly bob and rotate.

Enemies use stylized toon shooter robot/character models and animations. Rushers have roughly 72 health and move quickly toward the player at about 2.45 units/second; when close they attack repeatedly for about 8–12 damage. Shooters have roughly 56 health, move more slowly at about 1.7 units/second, position themselves near their assigned crate/barrel cover, face the player, and fire visible glowing red/orange projectile spheres when they have line of sight, dealing about 14 damage. Enemies animate idle, running, shooting, hit reaction, and death. Dead enemies play a falling/death animation and disappear after a short delay. Only enemies in the current room are active targets, and bots left should reflect remaining living enemies in the current room.

The dual pistols use stylized pistol models attached tightly to the mech hands. Each pistol has a 12-round magazine, 48 reserve rounds at mission start, 20 damage per hit, and a 0.17-second fire interval. Desktop: left mouse fires the left pistol and right mouse fires the right pistol; both fire toward the center of the camera view, so desktop uses center-screen aiming rather than truly independent hand aiming. Show a brief warm yellow muzzle flash and a short yellow laser tracer from muzzle to the first collision point. If a shot intersects a crate, barrel, wall, or closed barrier, it stops there; otherwise it can hit the current room’s enemy hit sphere. Play short laser, impact, and pickup/confirmation sounds.

Reloading: R reloads both desktop pistols, Q reloads left, E reloads right. In VR, the controller’s A/X-style top button reloads that hand, and a quick downward controller movement/flick also reloads. Reload takes about 1.05 seconds and fills the magazine from reserve; firing is disabled during reload. Automatically begin reloading when trying to fire an empty weapon if reserve remains. Ammo pickups add 18 reserve rounds to both pistols; health pickups restore 32 health, capped at 100. Desktop pickups are collected by moving close; in VR, squeeze/grab when the hand is within roughly half a meter of the pickup.

VR controls and presentation: enable WebXR with local-floor/bounded-floor reference space and provide a visible Enter VR button. Attach a pistol and custom segmented blue-gray mech hand to each controller grip. In VR triggers fire the corresponding pistol; controller squeeze values visibly curl the hand fingers, and trigger values curl the trigger finger. Use the left stick for smooth locomotion or teleport aim depending on the selected mode. Smooth locomotion moves relative to the headset’s horizontal forward direction. Teleport uses a straight controller ray to the floor, a glowing marker, and a green/cyan beam; release to teleport to a walkable point. Use the right stick for snap turning in approximately 30-degree increments or smooth turning. In desktop mode use pointer-lock mouse look, WASD movement, and center crosshair aiming. Include toggles/buttons for smooth versus teleport movement and snap versus smooth turning; keyboard shortcuts are 1/2 for smooth/teleport and 3/4 for snap/smooth, with T/Y also toggling those modes.

Implement collision and movement constraints: keep the player inside the active room or its connecting corridor, collide with room walls, corridor side blocks, cover props, and closed barriers. The arena is a sequence rather than an open level, so do not allow bypassing future rooms. Use first-person camera height around 1.65 units, dark navy fog, cyan point and directional lighting, metallic materials, soft shadows, and a polished low-poly/toon sci-fi look. Include small gameplay feedback such as status text for room progress, reload, ammo secured, and health restored; damage causes a brief red screen flash. The result should feel like a compact, readable VR wave/room-clearing shooter: aim with both pistols, fire at rushing and cover-using bots, grab supplies, open each barrier, and reach the final exit.

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