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Arcade › Station Breach
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Eric Gabel built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Station Breach yet. Play it, then tell Eric Gabel what you would add next.
Station Breach was built by Eric Gabel 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 Breach 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 a playable browser-based first-person shooter titled “Station Breach,” built with Three.js. Use a first-person perspective with a mouse-look camera and pointer lock on desktop; show a centered thin glowing crosshair. The player starts in a compact maze-like hostile space station and must move through connected corridors and rooms, shoot three alien drones, and reach one bright extraction gate at the far end to win. Construct the station from a fixed grid maze roughly 15 columns by 13 rows: solid dark metallic walls form corridors, with a walkable spawn cell near the upper-left, three enemy spawn cells distributed through the maze, and an exit cell near the lower-right. Use collision against walls and chunky pillars so the player cannot walk through geometry. The station should feel enclosed, with a dark steel floor made of individual square panels, a dark ceiling, blue-gray metallic walls, occasional hexagonal/cylindrical pillars in open cells, and thin cyan glowing trim strips along corridor floors. Add a sparse field of distant white star-like points visible beyond/above the station for a subtle space setting. Use dark navy/black fog and dramatic cyan-blue sci-fi lighting, with shadows, metallic materials, emissive accents, and a subdued military sci-fi arena-shooter presentation. The player is an invisible first-person character at eye height around 1.6 units. Desktop controls: WASD movement, mouse to aim/look, left click fires, and Shift sprints at about 1.55x normal speed. Press Escape to release pointer lock. Also support mobile: a left virtual thumb joystick moves, a right touch look zone aims, FIRE shoots, and RUN temporarily sprints. Start the mission from an overlay button; on desktop entering should request pointer lock, while mobile should activate touch controls. Press Space after winning or losing to restart. Give the player a rifle with hitscan fire and a short cooldown of about 0.18 seconds. Each shot should create a very brief, clearly visible straight tracer from the camera: a bright white core surrounded by a cyan glow, ending in a small flash. Play short synthetic sci-fi firing and impact sounds using Tone.js when available. Aim shots down the camera direction and damage the closest drone within the shot line and roughly 0.9 units of it; each drone requires four hits. The enemies are three floating alien drones. Model each as a purple glowing spherical body hovering above a short faceted/cylindrical purple base, with a small bright yellow-green eye on the front. They bob vertically, face the player, and chase when within about 28 units, moving around 1.9 units per second while respecting station wall collision. When within about 2.3 units, they periodically attack every roughly 0.9–1.6 seconds, dealing 10–16 damage. On hit, briefly increase their glow; on death, increment Kills, show the message “Alien neutralized,” and make the drone sink/fade out while rotating. There is no player weapon model visible; communicate firing through the tracer and sound. Implement player survivability with Shield and Health, both starting at 100. Incoming damage drains shield first, then health. If the player avoids damage for 2.5 seconds, the shield automatically recharges at about 18 points per second up to 100. At health zero, pause the game, unlock the mouse, show a dark failure overlay titled “Mission Failed,” with text explaining that the station got the player and offering restart, and display a brief “Mission failed” message. Reaching within about 2.2 units of the exit gate immediately wins; pause and unlock controls, show an “Extraction Complete” overlay explaining the player made it through, and offer “Run Again.” Build the exit as a large luminous cyan/turquoise sci-fi doorway: two vertical glowing posts, a glowing top beam, and a translucent emissive rectangular core. Let it slowly rotate and pulse in opacity. The objective HUD should say “Objective: Reach the extraction gate,” change to “Objective: Enter the gate” when close, then “Objective: Extraction complete” or “Objective: Mission failed” in terminal states. Keep the gate as the single clear level goal rather than adding keys, pickups, rooms beyond the maze, or other invented objectives. HUD/UI: overlay the game view with a top-left uppercase title “STATION BREACH” and a top-right objective line on desktop (stack them on narrow/mobile screens). Along the bottom show four boxed stats: “Shield 100,” “Health 100,” “Kills 0,” and “Enemies 3,” updating live. Show brief centered lower messages such as “Shield impact,” “Alien neutralized,” “Mission complete,” and “Mission failed.” Use a dark translucent overlay menu at startup with large uppercase/light-cyan or pale sci-fi typography, the title “Station Breach,” subtitle “Board the station. Clear a path. Find the extraction gate.”, desktop instructions “WASD move, mouse aim, click fire, Shift sprint,” mobile instructions, and a prominent “Enter Station” button. For the running HUD and menu, use a clean futuristic military interface with dark navy/black backgrounds, thin cyan/blue borders and accents, glowing text, and readable high contrast. Include responsive phone-sized HUD boxes and touch controls, but preserve the same gameplay and maze on all platforms.