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Urban Breach

  • 3d
  • fps
  • tactical
  • shooter
  • urban
  • browser
  • elimination
  • single-player
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How to play

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

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Make your own game

Urban Breach was built by ABDULLA A 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 Urban Breach 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 Urban Breach

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-playable 3D first-person tactical shooter titled “Urban Breach.” Use a Three.js-style WebGL presentation with a first-person camera, pointer-lock mouse aiming, soft shadows, fog, and a dark blue-gray urban color palette. The player is the Blue team soldier and begins at the south end of a compact blocked-off city district, facing a playable arena approximately 108 by 88 world units. The ground is a broad gray street slab with a dark asphalt road crossing horizontally and another road running north-south. Populate the arena with low rectangular concrete/metal cover blocks in the center, orange and blue narrow barrier rows, and large boxy city-building blocks around the perimeter; the visible architecture should be simple, modular, muted gray-blue commercial-city geometry, with some loaded/building-like props if available. Use a blue-gray sky/background and atmospheric fog toward the edges.

The core objective is an elimination round: the Blue player has 120 seconds to eliminate all six Red hostile soldier bots before the clock reaches zero. Spawn Red bots around the district at positions distributed in the northern and side areas, including roughly (-24,22), (-14,14), (15,18), (25,25), (24,-18), and (-25,-16), while spawning the player near (0,1.1,34). Bots should be humanoid soldier models colored/identified as the Red side, standing in the arena and using idle animation. Give every bot 100 health. They are AI-controlled: when the player is within 34 units they turn toward and approach the player until around 10 units away, then make small lateral movements; when farther away they patrol with slow drifting movement. Within 30 units, bots periodically fire approximately every 0.7–1.6 seconds if no map collider blocks line of sight, dealing a random 8–15 damage to the player. Keep bots within the arena bounds. Do not add features not described here such as additional enemy types, objectives, pickups, or multiplayer.

Implement FPS movement with WASD, running with Shift, jumping with Space, crouching with the crouch key (the HUD labels it Ctrl, while the implementation may use C), mouse look/aim, left mouse fire, R reload, and number keys 1 and 2 to switch weapons. The player has 100 HP and dies at zero. Use collision against the ground, cover, barriers, and building blocks. Place a small white crosshair at screen center. Support holding the left mouse button for automatic repeated firing subject to weapon fire rate.

Provide two weapons: the default “CARBINE M4,” with a 30-round magazine, 90 reserve ammunition, 34 damage per hit, 105 ms fire interval, and low spread of about 0.008; and “SIDEARM,” with a 12-round magazine, 48 reserve ammunition, 48 damage, 220 ms fire interval, and spread about 0.018. Fire by raycasting from the camera out to 90 units, with the map colliders blocking shots. A hit on a visible bot reduces its health; when its health reaches zero hide/remove it, increase the player score and Blue score by one, and show a brief “HOSTILE DOWN” banner. Reload when pressing R or attempting to fire with an empty magazine, taking 850 ms and transferring only enough rounds to fill the magazine from reserve. Display a brief red damage vignette when the player is hit.

Build the HUD as a clean fixed overlay: a translucent dark top-center scoreboard showing BLUE 0, a centered countdown starting at 02:00, and 0 RED; a lower-left dark panel showing “HP 100,” magazine/reserve ammo such as “30 / 90,” and the status “OBJECTIVE: ELIMINATE THE RED TEAM”; and a lower-right panel showing the current weapon name in warm yellow plus the control legend “WASD move · Shift run · Ctrl crouch · Space jump / Mouse aim · LMB fire · R reload · 1/2 switch.” Use white/light gray typography, blue for Blue, salmon/red for Red, and amber for the timer, weapon, objective accent, and Deploy button.

Before play, show a full-screen dark translucent start overlay with a centered rounded panel. It must read “URBAN BREACH,” explain “A compact tactical FPS match on a blocked-off city district. Blue team has one round to clear the Red defenders,” show the highlighted objective “ELIMINATION OBJECTIVE — clear every hostile bot before the round clock hits zero,” and include a prominent amber “DEPLOY” button. Under it, state that the player should click Deploy and then click the playfield to capture the mouse, and that bots are AI-controlled. Clicking Deploy hides the overlay, captures the pointer, starts the round, and briefly displays “BLUE TEAM DEPLOYED.”

End states: if all six bots are eliminated before time expires, show “ROUND WON — CITY SECURED,” increment Blue’s round score, stop gameplay, and set the status to “All hostiles eliminated.” If the player reaches zero health, increment Red’s score, show “ELIMINATED — RED WINS,” stop gameplay, and set the status to “Press R to redeploy.” If the timer reaches zero, stop gameplay, increment Red’s score, and show “TIME — RED WINS.” Pressing R after game over may reload/redeploy the page. Keep the visual style grounded in the supplied screenshot: minimalist tactical shooter UI, dark navy overlay panels with subtle borders and rounded corners, compact urban geometry, no third-person camera, no decorative menus beyond the described deployment screen.

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