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Arcade › Steel Rush
Fight through waves of mech enemies in a 3D sci-fi arena, grab coin drops, and spend them on new guns, skins, and wraps. Pick your device, tweak settings like FPS cap and sensitivity, then reload, sprint, and swap between a growing arsenal including the AM-47.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mike Gaming built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Steel Rush yet. Play it, then tell Mike Gaming what you would add next.
Steel Rush was built by Mike Gaming 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 Rush 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 first-person 3D arena wave-survival shooter called "Steel Rush": **Camera & Perspective**: First-person viewpoint at player eye height (1.65 units), free 360-degree mouse look with vertical pitch clamping. Field of view at 74 degrees. **Arena & Setting**: Circular sci-fi arena approximately 34 units in radius with dark blue metallic floor (color #121c2d). Perimeter walls 6 units tall in dark blue-gray metal (#18283f). Arena has visible concentric rings on the ground: inner spawn ring (3.8-4.25 radius) in cyan (#87ffe2, 20% opacity) and outer boundary ring (30-31.3 radius) in blue (#255fa4, 36% opacity). Dark space skybox (#09101a) with 140+ small white stars scattered in the upper hemisphere. 10 tall cylindrical pillars (#213654) placed in a ring 24 units from center. Arena props include crates, explosive barrels, and barrier walls scattered as cover. Fog extends from 25 to 105 units with matching background color (#081120). **Player Avatar**: Invisible body, first-person only. View weapon is a detailed modular 3D gun displayed in bottom-right of screen. Gun consists of 25+ individual parts: receiver, handguard with side vents, stock with buttpad, pistol grip, trigger guard, curved trigger, detachable magazine or drum mag, cylindrical barrel with shroud, muzzle brake, front/rear iron sights, optional scope tube with mounts, and glowing muzzle flash sphere. Gun has metallic blue/gray tones (#435a86 receiver, #6b93ff handguard with glow #1c2f5d). Weapon position at approximately (0.29, -0.2, -0.96) relative to camera, rotated -0.24 radians on Y axis. **Core Mechanic**: Wave-based survival FPS. Fight incoming waves of hostile mechs, shoot them down, collect coin pickups they drop, survive to advance waves. Each wave completed awards bonus coins. Between waves there's a 2.6 second grace period before the next wave spawns. Death ends the run and shows final stats. **Controls**: - Desktop: WASD movement, mouse look and aim, left-click to shoot, R to reload, Shift to sprint, Esc to pause - Mobile: Virtual joystick bottom-left for movement, drag right side of screen to look/aim, dedicated FIRE button to shoot, R button to reload - Console: Gamepad left stick moves, right stick aims, right trigger shoots, X/A reloads **Enemies**: Animated robotic mechs (or red capsule fallbacks if model unavailable). Spawn at 25-31 unit radius from center in random angles. Each mech has capsule hitbox (0.55 radius, 1.4 height) positioned 1.55 units up. Mechs walk toward player at speeds starting at 2.7 units/sec, increasing each wave. Base health 56 HP, scaling up by 11 per wave. When close (under 1.9 units), they deal melee damage (15 base + 1.4 per wave) every 0.65 seconds. Flash bright red (#ff5555 emissive) when hit. Death spawns 3+ spinning gold coin pickups. Wave 1 starts with 4 enemies (Single Player) or 6 (Bot Match mode), increasing by 2-3 per wave. **Shooting System**: Hitscan raycasting from camera position along aim vector. Magazine-based ammo with reload mechanic. Firing triggers: - Muzzle flash (yellow-white sphere at gun tip, 0.06 sec duration) - Recoil kick (camera pitch increase based on gun stats) - Gun slide animation (backward motion on Z axis) - Shell casing ejection (small brass cylinders with physics) - Colored tracer lines (yellow #ffd54d or red #ff5757 based on wrap selection, 0.09 sec fade) - Laser sound effect 13 unlockable guns with varying stats: Pulse Blaster (starter, 28 mag, 24 dmg, 6.2 fire rate), AM-47 (30 mag, 31 dmg, 7.4 fire rate), Raven SMG, Nova-12 shotgun (8 pellet spread), Longshot VX sniper, and 8+ more. Each has unique damage, fire rate, spread, pellets, range, recoil, movement speed, mag size, reserve ammo, and reload time. **Coin Pickups**: Gold torus-shaped collectibles (#ffd54d with #9b6a00 emissive glow). Spawn in bursts of 3+ from killed enemies, with initial velocity spreading outward and upward. Bounce on ground with damping physics, hover with sine-wave bob animation. Auto-collect within 1.55 unit radius. Each coin worth 10, plus wave completion bonuses (10 + wave*3, scaled by mode multiplier). **Progression & Shop**: Persistent coin economy saved to localStorage. Shop with three tabs: - Guns: 13 total weapons from Pulse Blaster (free starter) to mythic Kraken Heavy (420 coins). Display damage, fire rate, mag size, rarity tags (starter/rare/epic/legendary/mythic) - Skins: 5 body color schemes - Alloy Blue (free), Ember Red, Desert Sand, Forest Camo, Onyx Black. Two-tone color palettes - Wraps: 4 accent/glow/tracer combos - Ion Glow (free, cyan/yellow-red tracers), Lava Split, Royal Shock, Toxic Acid. Change muzzle flash, handguard glow, and tracer colors 3D gun preview panel in shop shows selected weapon rotating on Y axis with floating bob, rendered to separate canvas with hemisphere lighting. **HUD Elements**: - Top-left corner: Current weapon name, ammo counter (mag/reserve format or "Reloading..."), ammo fill bar (cyan #63d7ff), current coins, wave number, mode label, FPS counter badge showing real framerate - Top-right: Kills count, FPS cap setting display - Bottom-center: White dot crosshair with brief scale pulse on emote - Health bar at bottom (red #ef4f61 fill, 100 max HP) - Bottom-left: Control tip text (varies by selected platform) - Toast notifications: Floating messages for coin pickups, damage taken, hits confirmed, reloading, wave transitions - Emote toast: Large center-screen temporary display when emote triggered Mobile shows additional UI: virtual joystick (bottom-left), look zone (right half of screen), FIRE button (bottom-right), reload button, quick emote button. **Visual Effects**: - Motion blur: Afterimage post-processing pass with damp value 0.89-0.96, intensifying with movement speed - View bob: Sinusoidal weapon sway when moving (if enabled in settings), 9 or 12 speed when sprinting - Shell casings: Golden cylinders ejected right and up from gun, tumble with random spin, bounce once on ground, persist 3 seconds - Tracer streaks: Glowing lines from gun muzzle to hit point or max range, warm yellow or red tones - Lighting: Hemisphere light (sky #b1dcff, ground #1d2230), directional sun from (16,24,10) with shadow casting, ACES Filmic tone mapping **Game Modes**: - Single Player: Standard wave progression (4 starting enemies, +2 per wave) - Bot Match: Harder offline mode simulating multiplayer (6 starting enemies, +3 per wave, +1.4x coins, enemies have +10 HP and +0.15 speed) **Settings Menu**: - FPS cap selector: 60, 120, 240, 500, 1000, 4000, 12000+ options - Mouse sensitivity slider (affects look speed, default 0.18, multiplied by 0.01 in code) - View bob toggle on/off **Platform Selection**: Pre-game device picker (PC / Mobile / Console) that configures controls and UI layout. Mode picker (Single Player / Bot Match). **Emote System**: 6 quick reactions - GG 🏆, Laugh 😆, Flex 💪, Rage 🔥, Wave 👋, Dance 🕺. Triggered via emote menu or number keys 1-3. Shows icon and name in center toast, briefly scales crosshair. **Admin Panel**: Debug coin management - add +100/+1000/+10000, set exact amount, reset to zero. Hidden menu access for testing shop unlocks. **Art Style**: Sci-fi military aesthetic with clean geometric shapes. Metallic surfaces with varying roughness (0.2-0.8) and metallic values (0.06-0.88). Blue-cyan-purple color palette for player gear and UI accents, red for enemies and damage. Dark space environment with industrial architecture. Soft shadows on ground, smooth gradients from tone mapping. **Audio**: Laser shot sound effect on every fire. **Polish Details**: - Smooth camera interpolation with recoil decay - Player movement with friction and acceleration - Enemies rotate to face player direction - Coin physics with realistic bounce damping - Weapon stays centered with procedural bob offset - Sprint increases movement speed from 8.4 to 12.2 units/sec (base, modified by gun) - Player capsule collision radius 0.48 units - Pause menu accessible via Esc, shows loadout summary - Game over screen displays final wave, kills, and total banked coins - All progression saves automatically to localStorage