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Arcade › Titan Sandbox
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jim possible built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Titan Sandbox yet. Play it, then tell jim possible what you would add next.
Titan Sandbox was built by jim possible 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 Titan Sandbox 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 3D sandbox battler titled “Titan Sandbox” using Three.js. The game is a toy-box arena rather than a campaign: the player moves a simple white capsule avatar around a dark stylized battlefield while autonomous units from opposing factions spawn and fight each other. Camera and movement: use a perspective third-person/free-fly camera with orbit mouse controls (drag to rotate, damping, zoom limits), initially looking from above and behind the player. The player starts at approximately (0, 2.2, 10), with 250 maximum HP and movement speed 14. WASD moves relative to the camera’s horizontal direction; Shift boosts movement by 1.8x. Space toggles Fly mode. When flying, Q moves downward and E upward, with vertical position clamped between 1 and 30; when not flying, keep the player at y=2.2. The camera target follows the player. Clicking anywhere on the non-UI map raycasts onto the ground and relocates a visible spawn beacon to that point, clamped within about -48 to 48 on X/Z. Spawned roster units appear around this beacon. Arena: build a large dark navy octagonal/cylindrical platform about 140 units wide, with fog and a deep blue-black background. Add five long blue-gray lane strips across the battlefield at regular Z intervals. Along both sides, place twelve blocky blue towers on the left and red towers on the right, with varying heights, plus sixteen tall hexagonal pylons around the perimeter. Use bright stylized materials, shadows, ambient/hemisphere lighting, and readable faction colors. Put a turquoise vertical spawn beacon at the selected ground location, with a glowing pale ring near its base. Units and combat: generate exactly 180 selectable roster entries from a repeating set of archetypes, displayed in six pages of 30. Each entry gets a unique numbered name and slightly scaled stats by tier. The factions are Alliance (light blue), Toilets (gray), Clock (yellow), Drill (orange), Striders (purple), Multiverse (mint), Experiment (pink), and Boss (red). Archetypes include small scouts/agents, strong units, large heavies/walkers, Titans, and Bosses. Unit names and examples should include Camera Man, Speaker Man, Titan TV Man, Camera Agent, Clock Man, Titan Clock Man, Drill Man, Titan Drill Man, Strider Agent, Large Strider Man, Multiverse TV Man, Original Camera Man, Experiment Agent, Experiment Titan Agent, Boss Clock Agent, Boss Speaker Titan, TV Man Elite, and Multiverse Camera Agent. Give units HP, damage, speed, and attack range; baseline examples range from small units around 42–48 HP and 7–9 damage to bosses/titans around 182–310 HP and 20–32 damage. Model each unit as a blocky humanoid in a dark suit: rectangular torso and hips, white shirt/chest panel, colored tie, separate rectangular arms and legs, and an object-themed head. Camera heads are colored boxes with a protruding cylindrical lens; TV heads are colored boxes with a dark screen and two antennae; speaker heads are boxes with circular speaker cones; clock heads are flattened cylinders with hands; drill heads have a side-pointing cone; strider heads have a box plus four thin mechanical legs. Scale Small units to about 0.82, Strong to 1.04, Large to 1.22, Boss to 1.58, and Titan to 1.95. Give every active unit a floating HTML health bar above it with a bright green-to-yellow fill and a readable name label. On initial load, immediately drop a war wave: 18 units from one side around x=-18 and 18 opposing units around x=18, arranged along z from about -30 forward in rows. Each unit automatically seeks the closest living unit of a different faction, moves toward it until within roughly 90% of its attack range, faces it, and attacks on a cooldown of about 0.8–1.15 seconds. Damage is the attacker’s damage stat. Destroyed units disappear, award 4 score for ordinary units and 15 for Titans/Bosses, and update the unit count and health bars. Units stop updating while battle freeze or pause is active. The player can be damaged by nearby living units within 2.8 distance unless Immortal or NPC Ignore/passive is enabled. Damage is continuous based on nearby unit damage. At zero player HP, pause the sandbox, mark game over, and show “You were overwhelmed — press R to reset sandbox.” R resets the whole sandbox, clears units, resets score and HP, returns the player to the start position, and resumes play. HUD/UI: overlay the 3D view with two translucent dark glass side rails with subtle blue borders. Put a narrow control/status panel on the left and a narrow roster panel on the right. The left panel shows compact stats for HP, Units, Score, Spawn coordinates, Fly, Immortal, and Ignore. Add buttons for Fly, Immortal, NPC Ignore, Freeze, Clear Units, and Spawn War. Buttons visibly change between On/Off states. Spawn War drops another 36-unit battle wave; Clear Units removes every spawned unit. Add compact control hints: “WASD move · drag mouse to rotate”, “Q/E down-up · Shift boost”, and “Space fly · I immortal · P passive · F freeze · R clear”. Keyboard shortcuts must work: Space toggles fly, I immortal, P passive/NPC ignore, F freezes/unfreezes battle, and R resets. The right panel shows pager buttons ◀ and ▶ and a page indicator “1/6”. Under it use a dense 3-column grid of tiny square roster buttons (2 columns on narrow screens), not large character cards. Each button shows only a short abbreviation such as CM1, SM1, or TTV1, while hover/title text exposes the full name, faction, size, HP, and damage. Clicking a roster button spawns that unit near the current beacon and shows a centered bottom toast such as “Camera Man 1 spawned.” Use a bottom-centered rounded dark message pill for notifications including “Click a tiny square to spawn at the beacon.”, “War wave dropped.”, “All units cleared.”, “Spawn beacon moved.”, and reset/game-over messages. Keep the interface compact enough that the arena remains visible behind it. Use a dark navy sci-fi palette, bright blue controls, white text, glowing green health bars, and clean bold sans-serif typography. Include simple synthesized feedback sounds for spawning and attacks if available, but gameplay must work without sound.