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Streetbound

  • 3d
  • driving
  • arcade
  • low-poly
  • mobile
  • city
0
Remix it Discord

3 plays ·added October 25, 2026

About Streetbound

Revamped **Streetbound** with:

- Removed all basic rectangular buildings, replaced with detailed models in a fully realized cityscape.
- Newly integrated police cars now patrol the streets.
- Enhanced vehicles in garage:
- Added supercars for selection
- Customization options for every part (wh

How to play

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

Discussion

Nobody has said anything about Streetbound yet. Play it, then tell Achannel what you would add next.

Make your own game

Streetbound was built by Achannel 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 Streetbound 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 Streetbound

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 3D third-person driving game titled “Streetbound.” Use a simple low-poly, stylized city boulevard rendered with Three.js-like real-time 3D graphics: a pale blue sky/background with atmospheric fog, soft shadows, and bright directional daylight. Build a long straight dark asphalt road about 13 units wide, with a dashed pale-yellow center line, raised gray sidewalks on both sides, low curbs, green grass beyond them, regularly spaced blocky buildings in muted blue, gray, tan, and brown, and a row of simple round-canopy green trees with brown trunks along the left sidewalk. The camera should begin in a smooth chase view behind and slightly above the player car, looking down the road; use a perspective camera and shadowed geometry.

The player drives a selectable 3D car, initially a Street Sedan, starting near the bottom/foreground of the boulevard. The car should be centered on the roadway and visibly low-poly, with an orange/red sedan appearance matching the supplied visual style (a temporary simple box car is acceptable while the model loads). Driving is continuous free-roam cruising along the long boulevard rather than lap racing; the HUD’s mission text reads “Stage 1 • Cruise the boulevard and learn the controls.” There is no displayed finish line or win condition. Keep the vehicle constrained laterally to the road, approximately between x=-5.1 and x=5.1.

Implement vehicle physics with acceleration, braking, coasting friction, steering, forward/reverse/neutral/park gears, speed limits, distance tracking, and damage. The default sedan has max speed 25 (display speed in km/h as the absolute simulated speed multiplied by 3.6), acceleration 9, and steering response 1.0. In Drive, holding acceleration increases forward speed; in Reverse, it drives backward; Neutral and Park prevent/strongly damp motion. Holding brake applies strong deceleration. Steering rotates the vehicle according to steering input and speed, with steering reversed appropriately while traveling backward. Distance increases from absolute movement. If the car hits the road boundary at speed, or gets close to another traffic vehicle, increase damage up to 100%; traffic contact also reduces speed. Show Damage as a percentage.

Add four simple blocky AI traffic cars on the road, initially positioned at alternating lanes/locations ahead and behind the player. Give them varied solid colors (red, yellow, teal, purple), simple rectangular bodies with a dark raised roof, and have them move slowly along the boulevard and wrap from the far end back to the distant start when they pass the player area. Detect close proximity between traffic and the player for collision damage. Do not add weapons, pedestrians, checkpoints, or extra race systems.

Provide a responsive glassy dark-blue HUD over the 3D view. At top left show the bold, widely letter-spaced uppercase title “STREETBOUND.” At top right show a rounded stats panel with Speed in km/h, Gear, Distance in meters, and Damage in percent. Near the upper center show the rounded mission panel with “Stage 1 • Cruise the boulevard and learn the controls.” Under/right of it show buttons labeled GARAGE, CAMERA, and PAUSE. Toast notifications should briefly appear for gear changes, pause/resume, and camera changes.

Provide touch-friendly driving controls along the bottom: a large translucent circular virtual joystick on the bottom left with a blue draggable center stick for steering; on the bottom right, a burgundy BRAKE button labeled “hold,” a dark-blue ACCEL button labeled “hold,” and a vertical gear selector with P, R, N, D buttons, with D highlighted blue initially. Holding the on-screen pedals must work via pointer/touch input. Also support keyboard controls: W or Up Arrow for acceleration, S or Down Arrow for braking, A/Left Arrow and D/Right Arrow for steering, with the same driving behavior. Prevent page scrolling during these controls.

The CAMERA button toggles between two views: the normal smooth chase camera positioned behind/above the vehicle, and a closer cockpit/vehicle camera positioned near the car and aimed forward along the road. PAUSE freezes simulation and changes the button text to RESUME; opening the garage also pauses driving.

Implement a GARAGE overlay as a centered dark translucent modal over a blurred background. It must show the title GARAGE, a persistent coin count initially 900, and a BACK TO DRIVE button. Display three car cards in a responsive grid: Street Sedan (“Balanced starter • Speed 62 • Grip 70”), Sprint Coupe (“Sharper handling • Speed 78 • Grip 62 • Price 450”), and City Hatch (“Easy steering • Speed 58 • Grip 82 • Price 300”), using simple emoji-like car thumbnails or equivalent stylized thumbnails. The Sedan is owned and selected initially. Sprint Coupe costs 450 coins and uses max speed 32, acceleration 12, steering response 1.15; City Hatch costs 300 coins and uses max speed 23, acceleration 8, steering response 0.85. Allow buying a locked vehicle if enough coins, subtract the price, save ownership and coins locally, then allow selecting it and loading/changing the player model. Owned vehicles show SELECT, the current one shows SELECTED; insufficient coins should show a brief “Not enough coins” toast. Persist coins, ownership, and selection-relevant garage state with browser local storage. Keep the overall look clean, compact, mobile-friendly, and consistent with the screenshot: rounded translucent navy controls, white bold labels, muted low-poly city geometry, and a centered road perspective.

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