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Station Breach

  • 3d
  • first-person-shooter
  • sci-fi
  • arcade
  • wave-survival
  • mobile-friendly
0
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6 plays

How to play

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

Discussion

Nobody has said anything about Station Breach yet. Play it, then tell eabinbaum what you would add next.

Make your own game

Station Breach was built by eabinbaum 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.

Read the build brief for Station Breach

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-player first-person 3D sci-fi corridor shooter called “Station Breach.” The player is inside a long, dark metallic battle-station corridor, viewed from a first-person camera at human height, with a compact futuristic blaster visible at the lower right. The corridor should extend far into the distance with a dark blue-black floor and ceiling, steel-gray side walls, repeating structural arches, blue glowing wall strips and center floor strips, bright cool ceiling fixtures, and pulsing red alarm lights. Add dense cover along the route: low central barriers, side consoles with small blue screens, and pairs of stacked metallic crates. Use cool blue lighting, red alarm accents, soft fog, bloom/emissive materials, moving player-following key/fill lights, and a sparse starfield visible in the distant darkness. The style is cinematic, polished low-poly/primitive 3D with a classic galactic battle-station feel.

Core loop: begin on click/tap/any key, then push forward through five combat waves/checkpoints. The player can move freely within the corridor bounds and must clear all enemies in the current wave; after a short pause, the next wave spawns farther down the corridor. Winning occurs after clearing wave 5; show a victory overlay such as “Core Secured.” If health reaches zero, show a defeat overlay such as “Operative Down,” with click/tap/key restarting the run. Start with wave 1 of 5.

Controls: on desktop use WASD or arrow keys to move, mouse movement to aim (click the canvas to capture/lock the pointer), left mouse or Space to fire, and Shift to sprint. On mobile, use a left virtual stick for movement, drag the screen to look/aim, a right “FIRE” button to shoot, and a right “SPRINT” button. When a saber charge is active and a blade guard is nearby, the right button changes to “GUARD”: hold it to block, and tapping/pressing it just before impact performs a timed parry. Keep movement collision with corridor walls and cover objects.

Combat: the player fires bright cyan-blue tracer bolts along the camera aim direction. Shots produce brief tracers and impact sparks; weapon heat rises with firing and prevents firing at 100%, then automatically cools. The player has 100 hull/health, a 100-point blue shield/armor that absorbs most incoming damage and regenerates after a delay without being hit, and a sprint/boost meter that drains while sprinting and recharges while not sprinting. Enemy red tracers can damage the player. Include a compact first-person blaster model with metallic body, dark grip/barrel, and a glowing blue coil, plus subtle firing recoil and walking camera bob.

Enemies are white-armored ranged troopers with dark visors, black details, and a red shoulder marking. They strafe around their checkpoint, aim at the player, and periodically fire red bolts; later waves include tougher elite troopers with higher health. From wave 2 onward, add dark armored blade guards with black/dark-purple armor, cape-like back panel, glowing red visor and bright red blade. Blade guards rush toward the player, approach and circle, raise their guard, telegraph a wind-up, lunge to strike at close range, and recover. They can block many incoming blaster shots, especially while guarding or attacking. A saber enemy should visually pulse its red blade and generate red/white clash sparks when blocking or clashing.

Include two allied blue-marked troopers spawned at the start of every run. They are white-armored troopers with blue shoulder markings, blue-lit visors/chest accents, and blasters. They trail behind the player on the left and right, follow as the player advances, automatically target nearby enemies, and fire cyan support tracers that chip away at enemy health. They are support fire rather than directly controlled units.

Pickups are floating glowing octahedral cores with a rotating luminous ring, placed ahead as guaranteed wave rewards and sometimes dropped by defeated enemies. Use distinct colors and notifications: orange power cells increase blaster damage up to 3 levels; cyan cooling vents reduce heat per shot and improve cooling up to 3 levels; purple burst emitters add extra bolts per trigger up to 2 levels; pale cyan saber charges provide temporary close-range melee capability. Guarantee power, cooling, burst, and saber rewards at the starts of waves 2, 3, 4, and 5 respectively. Defeated blade guards always drop a saber charge. Display brief center-top notices when rewards are collected.

While a saber charge is active, show a glowing cyan lightsaber in the lower-left first-person view instead of/alongside the blaster. Firing at close range should perform a forward saber slash against a nearby blade guard rather than a blaster shot, with a short cooldown, cyan slash tracer, sparks, and melee damage. Guarding raises the saber. A correctly timed guard parries a blade strike, staggers the enemy, creates a bright clash flash, and permits a follow-up slash; a normal guard blocks/reduces the hit and creates a clash effect. Saber charge time visibly counts down in the HUD/help text.

HUD: use a clean futuristic overlay of translucent dark rounded panels with thin borders and pale gray/white uppercase labels. At the upper left/top stack show the mission/objective text (initially something like “Incoming reinforcements,” then “Secure checkpoint (N)” with a blade-guard indicator when relevant), SCORE, and WAVE formatted “1 / 5.” At the bottom show full-width horizontal bars labeled HULL INTEGRITY in warm red/orange, SHIELD CHARGE in bright blue/cyan, and WEAPON HEAT in dark/neutral gray with a colored fill. On touch devices show a translucent circular virtual movement stick at lower left and large rounded FIRE and SPRINT/GUARD buttons at lower right. Include a small help/status line describing ally count and upgrade levels. Add a centered translucent intro panel on startup with the title “STARLINE ASSAULT” and text explaining the cinematic space battle, mouse/drag aim, movement stick, fire, and boost controls; it should disappear when the run starts. Keep the HUD readable over the dark corridor and animate/pulse the red and blue environmental lights.

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