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Station 88022

  • 3d
  • arcade
  • top-down
  • cyberpunk
  • sci-fi
  • survival
  • mission
  • 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. Soulja-Cona Takin' OvA built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Station 88022 yet. Play it, then tell Soulja-Cona Takin' OvA what you would add next.

Make your own game

Station 88022 was built by Soulja-Cona Takin' OvA 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 Station 88022 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 Station 88022

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.

Recreate a playable browser-based 3D neon cyber-espionage game titled “Station 88022.” Use a Three.js-style perspective camera over a dark, reflective rectangular station floor, with a mostly top-down bird’s-eye view by default. The scene should look like a glowing holographic radar/control interface: near-black blue background and floor, thin cyan and green grid lines, transparent orbital latitude/meridian rings rotating around the playfield, luminous pipes linking a graph of intersections, volumetric vertical beams, cyan/magenta/amber highlights, and crisp monospace HUD panels with scanline-like sci-fi telemetry. Keep the visual language abstract and technological rather than depicting a literal real-world salon or business logo.

The player is a small bright green glowing “data vector”: a pulsing green sphere/core with a neon circular halo and a dotted green trail left behind as it moves. Start it at the lower-left pipe-grid position and constrain movement to the rectangular play area. Support WASD and arrow keys plus a draggable mobile virtual joystick; movement should be smooth and analog-like. The initial objective is to route the green vector to the highlighted magenta NAIL SALON EXTRACTION NODE at the right side of the map. The node is a small magenta holographic floor-plan rectangle with three ring/chair details, a floating “NAIL SALON / EXTRACTION NODE” label, and an amber scanning ring. Draw a glowing route line from the player to the current target.

Populate the pipe map with cyan links and glowing intersection dots arranged in horizontal rows and vertical connectors. Include four extraction nodes, handled sequentially: NAIL SALON near the right/lower-right, WEAPONS BAY toward the left-middle, TRANSPORT GARAGE near the lower-left/upper route, and INTEL VAULT near the upper/middle area. Give each a distinct holographic color (magenta, amber, cyan, violet), label, scanning ring, and hidden crimson quarantine seal. The exact route can be represented by a connected top-down grid, but preserve the visual impression of the shown station pipe network and the four named targets.

When the player enters the active node’s ring, mark the objective reached and require the lockdown input sequence in the exact order D-PAD, then A, then B. Provide large on-screen controls at bottom-right: a dark rounded rectangular D-PAD button above a blue circular A button and a green circular B button. Also support keyboard shortcuts: Q or Enter for D-PAD, J or Z for A, and K or X for B. Correct inputs advance the sequence, pulse/depress the corresponding button, add score, and finally seal the node with a visible animated crimson ring. After B, animate the central pair of sci-fi blast bulkhead doors sliding inward, then select the next unsealed extraction node after a short delay. Incorrect inputs should increase ALERT and show a radio/HUD rejection message. After all four nodes are sealed, require the player to collect all three weapon pickups, engage the weapons bay, and touch the central amber Boss Firewall to complete the mission.

Add four continuously patrolling crimson firewall enemies, visibly glowing red octahedra, moving back and forth around the pipe network. Starting after the game begins, spawn escalating waves of additional smaller red firewall drones at timed intervals around the playfield; wave drones should chase the player. When a firewall is close, steadily raise ALERT, with waves more dangerous than patrols. At 100% alert, end the run and display “ALERT SATURATED” plus a restart instruction. Include a five-minute mission countdown, and end the run if it reaches zero. Press R to reset the whole mission to its initial state.

Place three rotating amber weapon pickup boxes along the route, each with a small “WEAPON PICKUP” label. Collecting them hides the pickup, increases score, and changes the current profile through: ACOUSTIC PULSE ARRAY, DIGITAL ENCRYPTION MISSILES, and CYAN RAIL CANNON. Include a bottom-center/low HUD CANNON WEAPONS BAY panel showing the active profile and PICKUPS 0/3, with buttons MAN THE CANNONS and ENGAGE WEAPONS BAY. M or the first button should enable the targeting reticle; E or the second button should arm the bay and cannons. Show a thin amber circular crosshair at screen center while cannons are manned or the bay is engaged. The central boss should be a large rotating amber/orange faceted firewall core surrounded by an amber torus shield and labeled “BOSS FIREWALL / MALICIOUS PROTOCOL.” It should only be neutralized when all three pickups are collected and the weapons bay is engaged; otherwise approaching it raises alert and displays the requirement. On success, hide the boss, freeze the mission, award a large time-based bonus, and show “BOSS FIREWALL NEUTRALIZED // MISSION COMPLETE.”

Build the station presentation with dark metallic sci-fi computer, pipe-marker, and gate-door models if available, but preserve procedural fallbacks. Add a high-altitude metropolitan radar layer around the grid: low translucent dark skyscraper blocks with cyan rooftop planes, blinking horizontal traffic-headlight streaks, moving small civilian cars/trucks, warm streetlights, and moving human pedestrian silhouettes/models. These are ambient visual layers, not combat targets. Add four coordinate anchor rings and floating telemetry labels: DK-HUB with Dakar coordinates, TH-WORK with Thiès coordinates, BM-JUNCTION with Bamako coordinates, and NYC-TERMINAL with New York coordinates. Update the active coordinate based on the player’s nearest anchor.

The camera should normally be a high bird view looking at the player/current target, but include a HUD mode bar with VIEW, 360 SKY, and RADIO controls. VIEW cycles through BIRD, FRONT, REAR, SIDE, and DICYANIN camera positions; C cycles views by keyboard. 360 SKY or C toggles an orbiting wide camera/skybox mode and changes the fog density; display SKYBOX ON when active. RADIO or T plays an intercom callout for the current target/wave. The HUD should be responsive for desktop and mobile: top-left status panel, top-right SCORE/ALERT/WAVE/SEALED/WEAPONS stats, a central mission instruction panel, coordinate telemetry, a gold timer, bottom-left neon joystick, bottom-right D-PAD/A/B controls, and a START / RESUME AUDIO button. Use crisp glowing monospace text, translucent dark panels, cyan/green primary UI, gold timer and weapons UI, magenta target, red danger, and blue/green action buttons.

Start audio only after the START button or a first key/touch gesture: play a restrained procedural synth soundtrack, click/beep feedback, and optional low-pitched speech-synthesis radio intercom. The initial HUD should communicate: “STATION 88022 ACTIVE // ROUTE THE GREEN DATA VECTOR TO THE NAIL SALON EXTRACTION NODE,” with instructions to avoid crimson firewalls and enter D-PAD → A → B. Track score for movement, node arrivals, correct sequence inputs, sealing bonuses, pickups, and boss completion. Keep the experience playable without audio and make all critical state visible in HUD text.

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