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Starroad Outriders

  • 3d
  • third-person
  • sci-fi
  • action
  • racing
  • exploration
  • arcade
  • mobile
0
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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. Sabastain built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starroad Outriders yet. Play it, then tell Sabastain what you would add next.

Make your own game

Starroad Outriders was built by Sabastain 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 Starroad Outriders 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 Starroad Outriders

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 single-session third-person 3D sci-fi action exploration and racing game titled “Starroad Outriders.” Set it on a large procedurally undulating desert planet at night/dusk, with a dark blue-black sky, atmospheric fog, distant low-poly cone mountains, scattered rocks, and two clusters of abandoned alien ruins made of dark metallic towers topped with glowing cyan crystal caps. Include a long dark futuristic highway through the world, with bright cyan edge rails and segmented cyan lane markings, plus three large magenta rectangular race gates positioned along the highway. Add several floating cyan stunt rings in the wider world as scenery. Use a polished neon sci-fi interface and a third-person chase camera: follow the player from behind and above, closer and lower while on foot and farther/higher while driving. The player is a blue-soldier humanoid character, initially on foot at a hub near a small racer vehicle. The vehicle is a toy-like futuristic racer with a glowing/neon sci-fi presentation. Use animated 3D models for the player, aliens, vehicle, crystals, and rocks where available, with cast/receive shadows, directional and hemisphere lighting, exponential fog, and a subtle dynamic day/weather cycle that changes between “ion haze” and “charged storm” by increasing fog density.

Core controls and movement: WASD or arrow keys move forward/back and turn; on foot movement is slow and responsive, while driving is faster. Mouse drag rotates the player’s facing/camera direction. Press E to enter or exit the nearby racer, or use the mobile RIDE button; do not allow entry when too far away and show a message. While in the vehicle, Shift or mobile BOOST accelerates significantly and the HUD mode changes from ON FOOT to VEHICLE. Click or Space, or mobile FIRE, shoots a forward plasma/laser projectile from the player/vehicle. On-foot shots are cyan and do 22 damage; vehicle shots are magenta and do 35 damage, with a short firing cooldown and laser sound. Press R to respawn at the hub with full shield.

Implement the visible public event objective: defeat at least 5 hostile alien drones, collect at least 3 relic crystals, and drive through all 3 highway race gates. Spawn around eight animated alien enemies around the ruins/highway area. They normally wander, but within roughly 48 meters they chase the player; on contact they drain the player’s shield. Each alien has 65 health and can be killed by plasma shots; defeated enemies disappear, increment drone defeats and loot by 1, add 20 reputation, and show a temporary banner such as “Legendary shard recovered.” Spawn five large rotating collectible relic crystals at scattered world locations. When the player comes within roughly 3 meters, hide the crystal, increment relic progress, add 2 loot and 15 reputation, play a pickup sound, and show “Ancient relic collected.” Only count a race gate when the player is in the vehicle and comes within about 7 meters; each gate increments race progress, adds 25 reputation, and displays “Race gate X/3 cleared.” The mission can be represented as complete when drone defeats reach 5, relics reach 3, and race gates reach 3. If shield reaches zero, show a shield-broken message and respawn automatically.

Include six simulated remote players using the same humanoid model, with names such as NovaKai, Mira-7, GhostRift, VexCab, SolarRam, and Juniper, moving in circular orbital paths near the central area. They are visual/social simulation only, not real multiplayer. Include a simulated chat panel with initial global, guild, and party messages and periodically append additional messages. Press T to post a global rally ping; on mobile, CHAT posts a party ping. Do not implement real online multiplayer, accounts, persistence, voice chat, trading, matchmaking, or backend services.

HUD/UI: overlay the 3D scene with a dark translucent blue glass panel at top-left showing the title “STARROAD OUTRIDERS,” Mode, Shield (starting at 100), Loot (starting at 0), and Reputation (starting at 0). At top-right show a public-event panel reading approximately: “PUBLIC EVENT: Clear alien drones, grab 3 relic crystals, then race through the highway gates before the storm rolls in,” and dynamically append progress such as “Drones 0/5 • Relics 0/3 • Race gates 0/3 • Weather: ion haze.” Put a glowing cyan crosshair at screen center. Show temporary centered neon banners for interactions. At bottom-left show a glass chat panel with colored Global/Guild/Party lines and a hint that chat is simulated and T posts a ping. On desktop, show a bottom-right controls panel listing WASD/arrows, mouse drag, E, click/Space, Shift, R, and T. On small/mobile screens hide the desktop help and show a translucent virtual joystick at bottom-left plus four glowing rounded buttons at bottom-right labeled FIRE, BOOST, RIDE, and CHAT. Style all UI with cyan borders/glows, dark navy translucent gradients, rounded corners, white text, an Orbitron-like futuristic heading font, and responsive sizing.

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