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Arcade › Steel Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Wisdom Daniel built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Steel Circuit yet. Play it, then tell Wisdom Daniel what you would add next.
Steel Circuit was built by Wisdom Daniel 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 Steel Circuit 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 browser-based 3D arena survival shooter titled "Steel Circuit". Use Three.js or an equivalent 3D engine with an orthographic, elevated top-down camera looking down from approximately (0,22,13) toward the arena center, so the player and enemies are seen from above at a slight angle. The scene should fill the viewport and use a dark navy/black background with subtle distance fog. Light the scene with cool cyan ambient/hemi light plus a strong white directional light that casts soft shadows. Build a circular, dark teal metallic arena floor, about 30 world units across, with a thin glowing cyan ring around its edge. Place 12 chunky rectangular teal-blue cover/obstacle blocks evenly around the perimeter. They are static visual cover pieces; do not add collision behavior unless needed for basic presentation. Keep the interior mostly open. The player is a small stylized low-poly cyan combat robot/mech at the arena floor, initially positioned toward the lower/front side of the arena (around z=8). Represent it with a bright cyan faceted/cylindrical body, dark metallic materials, a glowing cyan/dark visor block on its front, and a compact sci-fi silhouette. It can move freely in the arena using WASD or arrow keys, at roughly 7 units per second, clamped to x/z bounds around +/-13.5. On touch devices provide an on-screen four-direction D-pad. The player aims toward the mouse/touch pointer projected onto the ground plane and rotates to face that aim point. Hold the mouse button or Space to fire; on touch devices provide a large FIRE button. Spawn hostile animated humanoid/mech enemies around the outer arena at random angles and radii of roughly 10–13 units. Load/use an animated textured low-poly mech model with an idle animation when possible; scale enemies to about 0.72 and have them face the player. Start with three enemies. Enemies have 3 hit points, slowly pursue the player at about 1.1 units/second (slightly increasing with the wave), and stop pursuing within roughly 3.2 units. They periodically fire red/orange spherical projectiles toward the player when within 14 units, with a cooldown around 1.4–2.4 seconds. If they get within 1.45 units, continuously damage the player for about 18 HP per second. Player shots are small glowing cyan spheres traveling rapidly (about 14 units/second) in the aim direction across the horizontal plane. Fire no more often than once every 0.22 seconds. A shot hitting an enemy within approximately 1.15 units removes one enemy hit point; destroy the enemy at zero HP, award 100 score, and show a brief "+100" notification. Shots expire after about 2.2 seconds or outside the arena. Enemy projectiles are smaller red/orange spheres traveling about 7 units/second, expiring after about 2.2 seconds; a projectile that comes within about 0.8 units of the player deals 8 damage. Track HP starting at 100, score starting at 0, and wave starting at 1. Display a fixed HUD over the 3D view: a cyan, widely letter-spaced "STEEL CIRCUIT" brand at top-left, and dark translucent rounded statistic pills showing "HP 100", "SCORE 0", and "WAVE 1" across the top. Show a short amber status message near the top center for events such as "SURVIVE THE MECHS", "WAVE 2", and "+100". On desktop show bottom-center help text: "WASD / arrows move · mouse aims · click or Space fires". On coarse/touch screens hide that help and show the D-pad and FIRE button instead. Use a simple wave/spawn progression matching the implementation: every roughly 4.2 seconds, spawn another enemy while fewer than 8 enemies exist; when the enemy count is not below 8, increment the wave and briefly announce it. Do not invent extra weapons, pickups, abilities, bosses, health regeneration, or other game systems. When HP reaches zero, stop gameplay and show a centered dark overlay card reading "SYSTEM DOWN", display the final score, and provide a cyan RESTART button that resets HP, score, wave, player position, enemy/projectile lists, hides the overlay, and starts with three enemies again. Maintain the visual style from the screenshot: minimalist dark sci-fi arena, cyan neon accents, low-poly geometry, soft shadows, translucent navy HUD panels, and orange/red enemy fire.