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Arcade › Stardrift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. -X-ScornGames built it with Cinevva, so it works on a phone or a tablet too.
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Stardrift was built by -X-ScornGames 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 Stardrift 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 “Stardrift,” a minimalist third-person 3D space-collection game in a dark starfield. Render a small stylized spaceship centered in a chase camera: the ship has a rounded metallic blue/lavender capsule hull pointing forward, a cone-like nose, dark horizontal fins, a dark rear engine, and a bright cyan glowing thruster. The camera follows behind and slightly above/side of the ship, looking toward its forward direction. The environment is an otherwise empty black/deep navy void filled with thousands of tiny stars in subtly varied cool blue-white and warm pale-orange colors, plus an extremely subtle translucent purple nebula tint. There are no enemies or visible asteroids; the collectible field consists of floating glowing resource canisters scattered in a large 3D shell around the player. Each canister is a small dark cylindrical body with glowing colored caps/rings, slowly spinning and gently bobbing. Use three collectible types: orange-gold ore worth 6 Credits and 0.15 Skill Points, cyan ice worth 5 Credits and 0.15 Skill Points, and purple crystal worth 9 Credits and 0.25 Skill Points. Keep about 38 canisters active at a time, initially distributed roughly 40–260 units from the ship; when collected, immediately respawn that canister farther away, roughly 120–320 units from the current ship position. Collect automatically whenever the ship comes within its pickup radius (base radius 2.0, increased by Magnet skill ranks). On collection, increment Credits and fractional Skill Points and play a short simple synth-like pickup sound if audio is available. Give the player free-flight six-degree-of-freedom movement. W thrusts forward along the ship’s local forward axis, S backward, A/D strafe left/right, and R/F move up/down. Arrow Up/Down pitch the ship, Arrow Left/Right yaw it, and Q/E roll it. Apply acceleration-based movement with light space damping, a normal soft speed cap of 60, and smooth ship-local rotation. Shift only boosts while the Boost skill is unlocked; boost raises acceleration using the boost multiplier and raises the speed cap to 95. Make the cyan rear thruster glow brighter while thrusting and shift to a warm orange glow during boost. Place a clean, compact DOM HUD at the upper-left with translucent dark rounded pills showing Credits, Skill, HP, and Speed. Start at 0 Credits, 0 Skill Points, 100/100 HP, and speed 0. Below it show a small control hint: “Fly: WASD + RF, Turn: Arrow keys, Roll: Q/E, Skill Tree: K”. HP is displayed even though the current gameplay has no damage sources. Include a full-screen translucent dark “Skill Tree” overlay toggled by K and closed with Escape or a Close button; opening it pauses movement and collection. The overlay header says “Skill Tree” and “Spend Skill Points to upgrade your ship (you’ll add more later).” Show responsive cards with rank, maximum rank, description, cost, and Buy/status controls, plus Reset and Close buttons and a footer tip that collecting canisters grants Skill Points and Shift activates Boost if unlocked. Implement these five data-driven skills: Hull I, cost 1, max rank 5, “+20 max HP per rank”; Thrusters I, cost 1, max rank 8, “+8% acceleration per rank”; Maneuvering I, cost 1, max rank 8, “+8% turn rate per rank”; Magnet I, cost 1, max rank 6, “+0.6 pickup radius per rank”; Boost I, cost 2, max rank 5, “Hold Shift to boost (more effective per rank),” requiring at least one Thrusters rank. Hull raises max HP from 100 by 20 per rank, Thrusters multiplies acceleration from 18 by 1.08 per rank, Maneuvering multiplies turn rate from 1.55 by 1.08 per rank, Magnet raises pickup radius from 2.0 by 0.6 per rank, and Boost sets the multiplier to 1.25 + 0.18 per rank once purchased. Skill points are fractional, while purchases require whole listed costs; disable locked, unaffordable, or maxed purchases and show the Boost prerequisite. Reset all ranks and refund their spent points. Persist credits, skill points, ranks, health, and level in local storage. Use a Three.js ES-module style implementation with a responsive full-window canvas and subtle lighting/material highlights; the overall art direction should remain sparse, calm, cool-toned, and clean rather than busy or combat-focused.