Arcade › Strike Meridian
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Chana Safran built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Strike Meridian yet. Play it, then tell Chana Safran what you would add next.
Strike Meridian was built by Chana Safran 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 Strike Meridian 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.
Rebuild a browser-based 3D third-person tactical shooting sandbox titled "Strike Meridian" using Three.js. The player is an animated male soldier character loaded from a soldier GLB asset, spawned in the City Grid at approximately x=-30, y=0, z=25. Use a perspective camera with roughly 62-degree field of view, positioned in a third-person follow view about 7 units behind the soldier. Enable shadows, soft shadow filtering, ACES-style tone mapping, and a cinematic dusk/day lighting setup. Create one continuous 220-by-220 battlefield divided along the x axis into three visually distinct combat zones. On the west side (x < -10), build the CITY GRID: a dark asphalt area centered around x=-30, with intersecting roads, pale yellow lane markings, clusters of dark blue-gray rectangular city towers, a cyan neon sign, street lamps with warm glowing bulbs, and a few larger commercial skyscraper structures. In the center (roughly -10 <= x <= 10), build the COLOSSEUM: a sandy circular arena with a raised cylindrical floor, several concentric stone torus tiers, 24 stone pillars around the perimeter, occasional broken rectangular ruin pieces above pillars, and 12 small stone arch elements. On the east side (x > 10), build the JERUSALEM HILLS: a brown/olive trail and rolling low-poly hills, with rows of stylized pine and cypress trees. Keep the overall geometry intentionally low-poly and game-like, with dark asphalt, warm tan stone/sand, muted olive vegetation, blue-gray architecture, and a clear sky. Place six hostile beacon targets, each represented by a glowing red-orange 10-sided cylindrical post about 2.4 units tall. Use these positions: (-22,0,-12), (-38,0,17), (0,0,-7), (12,0,21), (39,0,-8), and (45,0,16). They begin active and emissive. The player aims using the camera center crosshair and fires by clicking/tapping or pressing Space. Each shot consumes one round from a starting ammunition count of 30. Cast a ray from the player toward the camera's forward direction; if it hits an active beacon, deactivate it, turn it into a dull blue-gray/non-emissive post, and increment the cleared-beacon score. Do not add enemies or invented combat systems: the actual target interaction is shooting these six stationary beacons. Show a brief warm muzzle/shot flash over the screen after every shot. Firing must stop when ammo reaches zero or the game is over; there is no reload mechanic. The HUD may display ammunition as "30 / ∞" as in the original interface, while the actual finite counter decreases from 30. Use movement controls: WASD or arrow keys to move, Shift to sprint, Space to jump/fire according to the visible control convention, mouse/touch drag to look, and support a mobile joystick through the controls system. Apply gravity and jumping, with movement speed around 6 and jump speed around 8. Play idle, walk, run, and jump animations on the soldier based on movement state. Update the zone label dynamically from the player's x coordinate: CITY GRID west of -10, COLOSSEUM between -10 and 10, and JERUSALEM HILLS east of 10. Add a continuously advancing local clock beginning at 14:00 and increasing slowly toward night. Use a warm directional sun, blue hemisphere fill, cool rim light, and orange accent light. Dynamically shift the sky from light blue daytime toward deep navy nighttime, increase fog and cool rim/neon glow at night, and adjust light intensities as time advances. The mission framing should say: "A tactical sandbox slice across three combat zones. Move, aim, and clear hostile beacons before nightfall." There is no need to invent a win screen, enemies, damage, or an actual nightfall failure state beyond the existing game state. Overlay a fixed, non-interactive dark translucent HUD with subtle borders and blur. At upper left show the orange uppercase title STRIKE MERIDIAN and the mission text. At upper right show "ZONE //" followed by the current zone name and "LOCAL TIME" with the clock. Put a thin white glowing plus-shaped crosshair at the exact center. At bottom left show the controls hint: "WASD / ARROWS MOVE · SHIFT SPRINT · SPACE JUMP" and "CLICK / TAP FIRE · DRAG TO LOOK · MOBILE JOYSTICK ENABLED". At bottom right show "AMMUNITION", the current large ammo number followed by "/ ∞", and "BEACONS 0 / 6" updating as beacons are cleared. Use a restrained military sci-fi typography treatment: uppercase labels, orange title/accent, pale blue-white text, dark translucent rounded panels, and a small pale muzzle flash overlay. Frame the scene so the screenshot-like view shows the soldier's close third-person combat perspective, the central beacon/arena environment, and the three-zone battlefield stretching across the horizon.