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Strato Wings

  • 3d
  • flight
  • arcade
  • action
  • first-person
  • vehicles
  • ocean
  • endless
0
Remix it Discord

31 plays ·added July 3, 2026

About Strato Wings

Fly first-person over ocean islands, threading glowing rings while red fighters chase your tail. Turn, climb, boost, and fire homing tracers to shoot them down before you crash into the mountains.

How to play

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

Discussion

Nobody has said anything about Strato Wings yet. Play it, then tell jace.buscher what you would add next.

Make your own game

Strato Wings was built by jace.buscher 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 Strato Wings 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 Strato Wings

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 Three.js-style cinematic 3D arcade flight game titled “Strato Wings.” The player starts in a hidden silver-and-blue jet at about 92 world units altitude over a huge ocean archipelago, using a first-person chase/cockpit-like camera: do not show the player aircraft body, keep a centered circular crosshair, and look far ahead in the flight direction. The world is a bright cinematic sky with a supplied/generated equirectangular skybox, blue atmospheric fog, dramatic clouds, low warm sunlight, animated reflective blue ocean, pale turquoise shallows, translucent reef patches and white surf rings around islands, wind streaks, and many cloud clusters. Build roughly eleven large irregular green, tan and rocky mountain islands distributed across the ocean; high peaks should have gray cliffs and white snow caps. Add a military airbase on the main island around a runway at z≈295, with a dark runway and white center dashes, a broad green base plate, several dark roads with yellow center stripes, trees and rocks, and loaded low-poly ground models: a soldier, fast car, truck, armored pickup, and tank.

The primary flight loop is to fly through 24 sequential glowing cyan/blue torus rings along a long winding route over and between the islands. Place the ring path approximately at: (0,95,150), (-150,130,-160), (-520,170,-430), (-970,210,-860), (-1420,240,-960), (-1780,215,-360), (-2050,250,140), (-1560,240,640), (-1040,225,920), (-420,190,1380), (40,230,1540), (610,220,1160), (1040,210,760), (1520,245,340), (2020,230,70), (1680,210,-430), (1220,235,-840), (780,200,-1220), (120,190,-1700), (-420,230,-1740), (-820,210,-1260), (-360,170,-620), (280,145,-120), (420,125,360). Orient every ring toward the next one. The next ring is the only required target; when the jet comes within about 12.5 units, mark it collected, increment the score, make it dim/flash, and emit a burst of small cyan spark particles. After all 24, display “Perfect run!”, reset the ring sequence for another loop, and refill boost.

Use a simple controllable jet flight model. Start at x=0,y=92,z=370, heading forward along negative Z, speed 64, throttle 70%, boost 100%, damage 0. W pitches/climbs, S pitches down, A banks/turns left, D banks/turns right; pitch is limited, roll smoothly approaches the input bank, and yaw changes from roll. Up/Down arrows change throttle between 25% and 100%. Speed follows throttle, roughly 38–150 units/sec, and Space provides a temporary boost up to about +80 speed while draining boost; boost regenerates when unused. Clamp altitude between 18 and 420. Colliding/descending into terrain raises damage over time, and contact with chasing enemies also raises damage; at 100% show “Mayday!” and stop the flight. If leaving the ±4200 area, gently turn back and show “Return to area.” E fires frequently spaced bright tracer/missile shots. Shots launch from ahead of the player, travel quickly, smoke, and select a nearby enemy in front when possible (otherwise the nearest enemy), then home toward it for several seconds. A hit within about 18 units destroys the enemy with an orange explosion particle burst.

Spawn four red versions of the same stylized fighter model around the route, with glowing red beacons, contrails, and sinusoidal circling/chasing behavior. They pursue the player (or the ground avatar when the player leaves the plane), stay above terrain, and damage the player on close contact. Show four enemies initially; killing one hides it, increments the enemy kill count, and briefly display “Enemy down 1/4” etc. Include glowing markers and limited pooled point-light effects near rings and enemy beacons, plus animated smoke/vapor particles for the jet, tracers, enemy contrails, impacts, and ring collection.

Implement the additional ground mode that is actually present: F (or the mobile ENTER button) while in the plane exits to a third-person on-foot soldier at the airbase, then F near one of the four nearby vehicles enters it; F while driving exits back to foot. On foot, WASD moves/turns the soldier and E fires a simple rifle projectile. In vehicles, W/S or Up/Down accelerates/reverses, A/D steers, Space acts as turbo, and E fires the vehicle weapon. Provide distinct vehicle behavior and labels: Fast Car (blaster), Rocket Truck (rocket), Armored Pickup (machine gun), and Fast Tank (cannon); vehicle shots can destroy enemy fighters, with the tank cannon slower and larger. The ground camera should be a trailing third-person camera behind the soldier or vehicle, while plane mode remains the forward flight camera. This is a secondary mode, not a separate ground mission.

Create a glassmorphism HUD over the world. Upper left: a large live speed number with KTS in plane mode or MPH on ground, then altitude/throttle while flying, and a line reading RINGS 0/24 · ENEMIES 4 · DAMAGE 0%. Upper center: a rounded dark translucent mission pill showing the next ring, such as “NEXT RING 1/24,” or the current ground mode/objective. Center: a white circular reticle with horizontal and vertical crosshair extensions and subtle blue glow. Large bold white temporary messages appear near the upper middle, beginning with “STRATO WINGS,” and later showing ring pickups, enemy locks, enemy damage warnings, “Perfect run!”, or “Mayday!”. Along the bottom, show a rounded translucent instruction bar such as “W/S PITCH · A/D ROLL · UP/DOWN THROTTLE · SPACE BOOST · E FIRE”; in the actual desktop UI also mention F/ENTER for vehicles and WASD for ground control. On touch devices display large translucent controls: an up-arrow/down-arrow and left/right cluster at bottom left, plus BOOST, FIRE, and ENTER buttons stacked at bottom right. Use responsive layout, bold condensed/system sans-serif lettering, dark blue translucent panels with blur, white text, cyan ring glow, red/orange weapon accents, and a polished cinematic arcade presentation. Include restart with R after a crash. Avoid inventing extra weapons, checkpoints, lives, or missions beyond this ring route, four enemies, damage/crash state, and the described ground vehicle mode.

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