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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Metin2 TR built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Tidebound Atlas yet. Play it, then tell Metin2 TR what you would add next.
Tidebound Atlas was built by Metin2 TR 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 Tidebound Atlas 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 browser-based interactive 3D world map titled “Tidebound Atlas”. This is an exploratory atlas/map rather than an action game: present a stylized floating island world viewed from a high, oblique, top-down cinematic camera. Use Three.js-style real-time 3D rendering with a perspective camera initially around (0,54,54), aimed at the center. Let the player orbit the camera by dragging, zoom with the mouse wheel, and pan/rotate around a selected map area using orbit-style controls with damping. Constrain the camera to a useful overhead range, and provide a reset button labeled “Kamerayı sıfırla” that returns to the starting view and closes any open region panel. Build the world as a dark framed atlas/map slab surrounded by a deep navy night-like background. The map has a broad teal main ocean, with a large dark-blue deep-water section on the right and an even darker mysterious-depths area beyond it. Use low-poly, illustrated geometry with soft shadows, warm directional sunlight, cool fill light, fog, subtle tone mapping, and floating golden dust/mote particles drifting slowly above the map. Add a thick brown outer rectangular border and a dark inset border beneath the playable map. The overall presentation should feel like a moody, cinematic nautical chart: muted sand, teal, ochre, forest green, rust red, and navy colors, with a dark vignette and thin cinematic bars at the top and bottom of the viewport. Place six separated, flat, low-poly island/region masses over the ocean. Each should be made from a faceted, roughly 12-sided raised land base with a thin sandy shore/rim, and each should be clickable. Arrange them approximately as follows: Orman Deresi at (-27,18), Yüksek Zirve Gölü at (-28,-10), Sisli Bataklık at (-4,8), Fenerköy at (10,-8), Ada Zinciri at (24,-12), and Derinlikler at (38,10). Give them distinct colors and sizes: Orman Deresi green, Yüksek Zirve Gölü blue-gray, Sisli Bataklık marsh green, Fenerköy warm terracotta, Ada Zinciri sea green, and Derinlikler dark blue. Add the visible landmarks that distinguish each region: Orman Deresi has a cluster of about nine blocky low-poly trees; Yüksek Zirve Gölü has five gray conical mountain peaks; Sisli Bataklık has four thin reed-like vertical cylinders and nearby branching waterways; Fenerköy has four simple block houses with dark rust pyramid roofs plus a tall pale cylindrical lighthouse with a glowing warm lamp; Ada Zinciri has five scattered gray rock/cone formations; Derinlikler has three blue torus-shaped whirlpool rings on the water. Add two flat, branching water ribbons over the map: a brighter turquoise river running from the northwest/left side through the center toward the south, and a narrower marsh channel branching through the wetland toward Fenerköy. They should be flat polygonal ribbons at the water surface, not animated rivers. The six regions must be selectable by clicking their raised land bases. On selection, show a Turkish information panel in the upper-right with a warm dark translucent background and thin cream border, fading/sliding into view. Display exactly these region names and descriptions: “Orman Deresi” — “Sakin akıntılar, gölgeli kıyılar ve başlangıç balıkları.”; “Yüksek Zirve Gölü” — “Kar dağlarının arasında soğuk ve berrak bir göl.”; “Sisli Bataklık” — “Nehir kolları, sazlıklar ve gizli kanalların estuarisi.”; “Fenerköy” — “Balıkçı tekneleri, sıcak ışıklar ve güvenli kıyı.”; “Ada Zinciri” — “Rüzgârlı adalar, mercan sığlıkları ve açık deniz avı.”; “Derinlikler” — “Karanlık su, girdaplar ve henüz keşfedilmemiş yaratıklar.” When a region is selected, retarget the orbit camera to that region, but do not add a character, combat, inventory, quests, score, or other gameplay systems. Create a restrained HTML HUD over the canvas using a Georgia/serif style and cream-gold text. At upper-left show a bordered translucent title plaque reading “TIDEBOUND ATLAS · 3D WORLD MAP” in uppercase with letter spacing. At lower-left show the Turkish interaction hint: “Haritayı sürükleyerek döndür · Tekerlekle yakınlaş · Bir bölgeye tıkla”. At lower-right show a circular compass with an N at the top and simple horizontal/vertical gold guide lines. Keep the HUD pointer-safe except for the title, region panel, and reset button. Make the layout responsive: on narrow screens reduce font sizes, panel width, and cinematic-bar height. Use soft shadow casting on land and landmarks, a dark navy background, a perspective field of view around 45 degrees, and subtle atmospheric fog so the result matches the supplied screenshot’s low-poly overhead atlas aesthetic.