Appearance
Arcade › Steel Echo
Click the game above and it runs right here in your browser. No download, no installer, no account needed. matthew.johnson43212 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Steel Echo yet. Play it, then tell matthew.johnson43212 what you would add next.
Steel Echo was built by matthew.johnson43212 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 Echo 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 3D first-person shooter titled “Steel Echo” using Three.js-style WebGL rendering. The player is an armored operative inside a dark industrial military compound, viewed through a 90-degree first-person camera. The scene should feel low-poly and cinematic: nearly black/navy background and fog, a large dark blue-gray concrete/metal arena enclosed by tall perimeter walls, scattered brown waist-high cargo crates used as cover, larger rectangular industrial structures, cylindrical metal towers, and small blue/red emissive light strips. Use strong blue and red point lights, subdued materials, hard shadows, and atmospheric fog. Show the weapon and gloved/armored first-person arms in the lower-right foreground; the rifle silhouette should be prominent as in the supplied screenshot, with a long dark body, barrel, receiver, magazine, sight, and small metallic muzzle. Build the weapon procedurally or use the supplied rifle model if appropriate, but preserve the chunky dark-metal silhouette and visible muzzle flash. Core loop: show a main menu first with the title Steel Echo, a short mission description about pushing into a hostile industrial base and clearing soldiers, a prominent “Start Operation” button, and compact keyboard/mouse and controller control summaries. On starting, enter Level 1 and spawn hostile armored soldiers around the arena, outside a safe radius from the player. The player must shoot and eliminate all active enemies; clearing a level briefly displays a “Level X cleared” message and advances to the next level. Each level increases the number of enemies (starting around six and scaling up, capped around fourteen), enemy health/speed/fire pressure, and eventually introduces stronger enemy types. Organize the mission into three visual sectors based on progression: Exterior for early levels, Interior for middle levels, and Command for late levels. Change fog, background, floor/wall colors, emissive accents, light colors and player start position with the sector. Exterior should feel blue/navy and open, Interior darker and closer-quarters, and Command should have a dark purple/red emphasis. Enemies are stylized low-poly armored soldiers made from boxes and simple geometric parts: pelvis, chest armor, shoulder plates, helmeted rectangular head, glowing red visor, separate legs and arms, and a compact rifle held in front. Regular enemies use dark gray armor. From level 3 onward, periodically spawn larger/faster elite guards with heavier armor and brighter visors. At level 5 and above, make the final enemy a larger, tougher command/boss unit with purple-toned armor and a brighter red visor. Enemies turn toward the player, approach when far, back away when too close, strafe at medium distance, navigate around simple rectangular cover colliders, animate their limbs while walking, and fire visible red projectiles when engaged. Enemy bullets damage the player, can be blocked by walls/cover, and enemies should collapse/tilt and sink briefly on death before being removed. Award 100 score per defeated enemy. Provide four switchable weapons with distinct first-person models, poses, sway and recoil: Assault Rifle (30-round magazine, 150 reserve maximum, automatic 10 shots/sec, 18 damage, stable spread); Shotgun (8 shells, 40 reserve maximum, slow fire, eight pellets per shot with broad spread and heavy recoil); Pistol (15-round magazine, 75 reserve maximum, accurate 24-damage shots); and Sniper Rifle (5-round magazine, 25 reserve maximum, slow, very accurate, 96-damage shots and strong recoil). Start with the assault rifle. Display a white crosshair at screen center that expands slightly with recoil, a hit marker on successful hits, short muzzle flashes, spark particles and lightweight generated sound feedback for firing, hits, reloads and explosions. ADS should move the weapon toward the center, reduce camera FOV from 90 to about 65, tighten spread and lower sensitivity; normal FOV returns when released. Add smooth weapon sway, movement bob, recoil kick and a reload dip. Reload magazines with weapon-specific timings; automatically begin reload when attempting to fire with an empty magazine. Add frag grenades: start with 3, throw one forward with a ballistic arc, let it bounce, detonate after roughly two seconds, create orange/yellow particle sparks and an explosion sound, damage enemies within about 6.5 world units with falloff up to 100 damage, and damage the player within about 4.2 units. Grenades replenish slightly between levels, up to five. Include collision against arena bounds, walls and cover for bullets and movement. Player movement uses WASD with collision against rectangular cover and arena limits, sprint with Shift when not ADS, crouch toggle with C that lowers the camera and slows movement, and jump with Space. Use mouse pointer lock for looking: mouse movement rotates yaw and pitch, with pitch clamped so the camera cannot flip. Left mouse fires continuously, right mouse holds ADS, R reloads, Q or mouse wheel cycles weapons, G throws a grenade, number keys 1–4 select weapons, Escape pauses/unlocks the pointer, and Enter restarts after defeat. Support gamepads with left-stick movement, right-stick camera aiming, analog deadzones and smoothed sensitivity, trigger fire/ADS, shoulder-button grenade, face-button reload/switch/crouch/jump actions, stick-click sprint and menu/options pause. Keep controller behavior equivalent to keyboard/mouse. Add brief rumble/vibration feedback for firing, taking damage and grenade explosions when supported. HUD: use dark translucent glass-like panels with thin blue-gray borders across the top-left/top edge. Show a segmented gradient health bar labeled Vitals with numeric health, Weapon name, Ammo as magazine/reserve, Grenades count, Level, Sector (Exterior/Interior/Command), Enemies remaining, and Score. Begin at 100 health; flash a subtle red screen-edge vignette when damaged and intensify the health display below 30. Show a small bottom-center contextual message for sector briefings, level starts and reloads, plus a small bottom/right controls hint during play. Add a weapon wheel/list that briefly appears on weapon switching and highlights the active weapon. On pause show a centered “Paused” card with resume instruction. At zero health show a “Downed” overlay with final score and reached level and allow Enter or the controller confirm button to restart. Use a responsive layout and hide nonessential control hints on small screens. Keep the rendering dark, restrained and grounded in the supplied screenshot: simple geometric industrial forms, very dark navy floor and sky, brown crates, blue/red practical lighting, fog, and a large black assault-rifle silhouette in the foreground rather than colorful arcade scenery.