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Vanta Meridian

  • 3d
  • fps
  • sci-fi
  • tactical
  • arcade
  • wave-shooter
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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. Team built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Vanta Meridian was built by Team 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 Vanta 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.

Read the build brief for Vanta Meridian

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 browser-based first-person sci-fi tactical shooter titled “Vanta Meridian // Frontline,” using a Three.js-style 3D renderer and a dark cinematic HUD. Start on a full-screen title/menu overlay with a translucent blue-black glass panel centered over the game world. Use a nearly black background with teal atmospheric lighting and a faint radial glow. The menu should show the cyan eyebrow text “MERIDIAN SECURITY DIRECTIVE // 01,” the large two-line title “VANTA MERIDIAN,” and this description: “An original tactical FPS slice set on the fractured coast of Arclight. Drop into a live-fire range, test the Meridian carbine, clear hostile drones, and survive the first contracting zone.” Provide a two-column menu: a bright cyan primary button “DEPLOY TO RANGE” with “Solo combat training // 1 operative,” a darker “BATTLE ROYALE SIM” button with “Contracting zone // scavenger rules,” plus “LOADOUT” with “Meridian MK-II // 5.56 platform” and “SETTINGS” with “Performance // audio // controls.” Loadout and Settings can simply display brief toast messages; the two mode buttons start the game and hide the menu.

The game itself is a first-person view in a large enclosed live-fire range on a fractured coastal-style sci-fi training ground. Use a dark teal/green ground plane extending far into the distance, a visible thin teal square grid over the floor, fog that fades the horizon, soft cyan ambient light, and warm directional sunlight. Place scattered low-poly conical trees around the range, eight chunky rectangular teal-gray cover blocks in rows, a large command bunker at the far end, a raised bunker roof, and tall side walls enclosing the area. The player is an operative positioned near the front of the range; if a third-person/debug representation is needed, make it a simple dark capsule body with a glowing cyan visor, but gameplay camera must be first-person with a centered white/cyan glowing crosshair.

Core controls: WASD moves, Shift sprints, Space jumps, mouse/click fires, and R reloads. Include mobile-friendly on-screen controls: a directional up button, a circular FIRE button, and a reload button. The weapon is the automatic “MERIDIAN MK-II,” labeled “AUTOMATIC // 5.56 COIL,” with a 30-round magazine and 120 reserve rounds at the start. Fire at a maximum rhythm of roughly one shot every 0.12 seconds using a center-screen raycast. Each shot consumes one round and plays a short concrete/impact-style sound. If the magazine is empty, trigger reload automatically; manual reload takes 1.5 seconds, fills the magazine from reserve, and reduces reserve ammunition.

Populate the range with nine hovering hostile drones arranged in three columns and three rows toward the far end. Each drone is a red/maroon glowing spherical core surrounded by a thin amber torus ring, gently hovering and rotating. They have 100 HP; each hit deals 34 damage, so three hits disable one. On destruction, hide the drone, award 100 score, show “DRONE DISABLED +100,” then respawn it after 3.5 seconds. Also place five moving rogue scouts farther downrange: simple dark red capsule-like humanoid targets with small red glowing eyes. They move side-to-side, reverse direction at the range edges, have 100 HP, and each shot deals 45 damage. Destroyed scouts award 150 score, show “ROGUE SCOUT DOWN +150,” hide for five seconds, and then respawn. Scouts periodically fire at the player when within 24 world units; incoming fire removes 4 armor and then 2 HP while armor remains, or 5 HP once armor is depleted, with an “INCOMING FIRE” toast.

Place three floating cyan glowing octahedron pickups: an Armor Plate, an Ammo Crate, and a Med Kit. The Armor Plate restores up to 35 armor, the Ammo Crate adds up to 60 reserve rounds (maximum reserve 180), and the Med Kit restores up to 35 HP. When collected within close range, hide/move the pickup away and show its uppercase acquisition toast. Start with 100 HP and 72 armor. Do not add an invented inventory or extra weapon system.

Build the HUD as fixed, minimal, military sci-fi UI in cyan, amber, white, and red on transparent dark panels. At top left show “VANTA MERIDIAN” and the mission line, initially “LIVE-FIRE RANGE // CLEAR THE SECTOR.” At top right show bordered pills for “WAVE 01” and “ZONE 02:00.” At upper right below them show a 150px square minimap with a dark teal radial background, a thin circular ring, and a glowing cyan player dot at center. At bottom left show a VITALS card with numeric HP, a cyan health bar, and an amber “ARMOR // PLATE A” bar. At bottom right show “MERIDIAN MK-II,” the weapon subtitle, large cyan ammo “30 / 120,” and the hint “WASD MOVE · SHIFT SPRINT · SPACE JUMP · CLICK FIRE · R RELOAD.” Center-screen use a simple four-direction crosshair with cyan glow. Use small centered dark toast notifications for reloads, kills, pickups, mode start, and wave changes.

In Range mode, the mission remains “LIVE-FIRE RANGE // CLEAR THE SECTOR.” The zone timer counts down from two minutes; when it reaches zero, increment the wave and reset the timer to two minutes, showing “WAVE 02 // NEW HOSTILES ONLINE” and equivalent messages for later waves. In Battle Royale Sim mode, change the mission text to “BATTLE ROYALE SIM // SURVIVE THE CONTRACTING ZONE,” show “DROP COMPLETE — SCAVENGE AND ROTATE,” and continuously contract a circular zone from radius 34 toward a minimum radius of 8. Calculate the player’s distance from the world origin; while outside the current zone, show a red banner reading “ZONE PRESSURE — MOVE TO THE MERIDIAN RING” and drain health at 3 HP per second. When the two-minute phase ends, increment the wave, reset the timer, and show “ZONE PHASE SHIFT // RING CONTRACTED.” Keep the same combat, pickups, health, armor, ammo, and respawn rules in both modes. Use responsive layout: on narrow screens stack the menu buttons, shrink the minimap, hide the keyboard hint, and expose the touch controls. Style all UI with thin translucent cyan borders, uppercase tracking, bold condensed-feeling typography, teal/black glass panels, cyan primary actions, amber armor, and red danger feedback.

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