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Arcade › Stormite

Stormite

  • 3d
  • third-person-shooter
  • battle-royale
  • survival
  • arcade
  • browser
  • sci-fi
0
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How to play

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

Discussion

Nobody has said anything about Stormite yet. Play it, then tell Fritz Goretzki what you would add next.

Make your own game

Stormite was built by Fritz Goretzki 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 Stormite 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 Stormite

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 polished browser-based 3D third-person shooter/battle-royale vertical slice titled “Stormite.” Use Three.js-style real-time 3D rendering with a dark navy sky/background, atmospheric fog, soft shadows, ACES-like cinematic tone mapping, and a clean futuristic competitive-game UI in cyan, white, gold, and translucent dark blue panels.

Start on a full-screen authentication screen: centered glassy rounded card with the STORMITE logo, the gold kicker “ORIGINAL COMPETITIVE ISLAND,” copy explaining that signing in preserves locker/progression/settings or that the player can enter as a guest, buttons “SIGN IN” and “ENTER AS GUEST,” and a small player-code footer. Persist the selected login choice locally and then show the lobby.

The lobby is an overlaid menu on top of the 3D island scene. It has STORMITE at top-left, pills at top-right reading “LVL 07 · 2,840 XP” and “SOLO,” and a centered pill navigation bar with PLAY, LOCKER, BATTLE PASS, and SETTINGS. The main lower-left content says “ORIGINAL BATTLE ROYALE,” “DROP INTO THE STORM,” and “A compact vertical slice: explore the island, arm up, survive the storm, and outplay the sentinels.” Provide selectable mode buttons Battle Royale, Reload, and Creative, with Battle Royale initially active, plus a prominent “PLAY SELECTED MODE” button. Show an operative profile panel with Rank Ranger, Best placement #2, Eliminations 18, and Island Tempest Cay. The navigation panels should show the matching simple profile/locker/battle-pass/settings information, including Ranger Prime, Arc Pick, Signal Wave, Tempest Protocol season, level 07/100, Skyline Wrap, graphics Auto, audio Enabled, and adaptive Touch HUD. Buttons should produce small toast notifications where appropriate.

When play begins, hide the lobby and show a third-person playable match on a compact circular island named Tempest Cay. Use a controllable soldier avatar (male soldier model, Ranger Prime-like appearance) centered in the world. The camera follows behind and above the player at a roughly 7-unit distance. Support standard third-person movement (WASD/keyboard movement, mouse camera aiming/orientation), jumping with Space, and sprinting with Shift if supported by the movement controller. Also provide mobile/touch buttons on small screens: FIRE, RLD, and JUMP on the lower-right. The player begins at approximately (0, 0, 12).

Build the island as a large circular green ground area surrounded by a tan sandy shore ring. Battle Royale uses roughly a 62-unit radius green island and a 66-unit outer shore; Reload uses a smaller roughly 42-unit island and 42-unit shore. Place five blocky colorful points of interest around the island: RESEARCH at the northwest, LUX COMPOUND northeast, QUARRY southwest, HARBOR southeast, and POWER CORE near center. Each is a simple rectangular building with a colored wall, dark roof slab, and front door. Scatter around twenty waist-high square cover blocks, boundary wall sections around the perimeter, and stylized low-poly trees, bushes, and rocks. Use the available low-poly soldier and environmental assets if possible; otherwise use simple geometric substitutes matching the blocky stylized look. Add seven glowing floating loot cache cubes in yellow, cyan, and magenta at locations around the POIs and center.

Spawn five enemy soldier sentinels in Battle Royale and Creative, or four in Reload. They patrol around the island and approach the player when within roughly 32 units. Enemies have 100 health, move slowly toward the player when close, face the player, and periodically fire with a chance to hit. Enemy hits reduce shield first, then health. The player’s weapon is “AR-1 // RANGER,” a hitscan rifle with 30-round magazine, 120 reserve ammo, 28 damage per shot, 180ms fire interval, and 70-unit range. Aim using the centered white crosshair and fire by holding the left mouse button or the touch FIRE button. Raycast shots should hit enemies, show a “HIT · 28” toast, and eliminate an enemy after four hits; on elimination show “SENTINEL ELIMINATED,” remove that enemy, decrement opponents, and increment eliminations. Press R or the touch RLD button to reload over about 850ms, filling the magazine from reserve and showing “RELOADING.” Do not fire while reloading or when out of ammunition.

Place pickup caches that automatically collect when the player is within approximately 2.5 units: yellow ammo caches add 45 reserve rounds, cyan shield caches add 25 shield up to 100, and magenta medkit caches restore 30 health up to 100. Display a toast such as “PICKED UP AMMO,” “PICKED UP SHIELD,” or “PICKED UP MEDKIT.”

Implement the storm as a visible translucent blue circular ring/boundary on the ground. Battle Royale starts with a 55-unit safe radius and a 60-second countdown; Reload starts at a 38-unit radius and a 42-second countdown. When the timer expires, reset a new phase timer (45 seconds Battle Royale/Creative, 30 seconds Reload) and shrink the radius by 10 or 8 units respectively, never below 12. While outside the safe radius, drain shield at about 2.5 per second, then health at about 5 per second; change the objective text to “RETURN TO THE SAFE ZONE.” Inside the zone show “Loot up and survive the first phase,” and when all enemies are eliminated show “LAST OPERATIVE STANDING.”

The in-match HUD should remain minimal and readable: STORMITE branding at top-left; top-center translucent panel reading “STORM CLOSING · [seconds]s,” the current objective, and “Opponents: [count] · Eliminations: [count]”; bottom-left shield and health bars with numeric values (shield begins at 50, health at 100); bottom-right weapon panel showing “AR-1 // RANGER,” current magazine / 120, and the hint “LMB FIRE · R RELOAD · SPACE JUMP · SHIFT SPRINT.” Use cyan-blue shield and orange/red health gradient bars, a centered white crosshair, dark glass panels, rounded borders, and cyan glow accents. Show transient dark toast messages near the upper center for hits, pickups, storm updates, and combat status.

Initialize Battle Royale with health 100, shield 50, ammo 30, reserve 120, five opponents, zero eliminations, and the storm values above. Reload has four opponents and the smaller/faster storm configuration. Creative is selectable and launches the same island-style sandbox match presentation, with a toast indicating “Creative sandbox — place/delete coming next milestone”; it does not yet need actual building, placement, or deletion mechanics. A match ends in defeat when health reaches zero, showing “ELIMINATED — RETURN TO LOBBY,” or victory when all opponents are eliminated, showing “VICTORY — TEMPEST CAY SECURED”; after a short delay return to the lobby. Escape during a match should also return to the lobby. Ensure the layout adapts to mobile screens, showing touch controls there and keeping the dark, cinematic island visible behind the UI.

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