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Arcade › Velocity Horizon
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Teo Nedelkovski built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Velocity Horizon yet. Play it, then tell Teo Nedelkovski what you would add next.
Velocity Horizon was built by Teo Nedelkovski 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 Velocity Horizon 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 arcade driving game titled “Velocity Horizon: Mountain Rivals.” Use Three.js or an equivalent real-time 3D engine with a third-person chase camera behind a compact red/orange sports hatchback. The game should be immediately playable in a dark low-poly mountain environment at night: a nearly black navy sky/background with fog, a broad dark ground plane, angular distant blue-black mountain cones around the horizon, cool moonlight from above/left, and a subtle warm orange rim light from behind/right. Enable soft shadows and a cinematic, slightly desaturated blue-night presentation. Build one continuous winding mountain road from a sequence of connected straight segments forming multiple bends and hairpins. The road should be about 10.5 world units wide, made of dark charcoal asphalt over a slightly wider dark shoulder. Add thin pale blue-gray edge lines on both sides, short repeated yellow center dashes, and raised pale guardrails running along both road edges. Place small red glowing reflectors periodically outside both edges. The road should visibly snake through the trees and mountains, with the car starting at the first road point facing down the route. Add roughly 32 stylized low-poly pine trees in irregular groups along the roadside, alternating sides and set several units away from the asphalt; trees should have dark trunks and teal/blue-green angular foliage and cast shadows. The road and surrounding scene should fade into atmospheric fog in the distance. The player vehicle is a loaded or modeled small sports hatchback/coupe, predominantly red/orange, viewed from behind and slightly above. Include a soft dark oval/circular shadow under it. Driving is arcade-style: W or Up Arrow accelerates, S or Down Arrow brakes and can reverse, A or Left Arrow steers left, D or Right Arrow steers right, and Space activates a handbrake drift. Cap forward speed at approximately 62 internal units and reverse at about 12; display the converted absolute speed as a three-digit value in KM/H (the reference implementation multiplies speed by 4.5). When there is no acceleration input, gradually slow the car. Steering should turn more strongly at higher speed, reverse steering direction when reversing, and use reduced grip while drifting. Allow broad lateral sliding during a drift, especially when Space is held above moderate speed or when steering hard at high speed. While drifting, spawn small translucent gray-white tire smoke puffs around the vehicle and leave short dark skid-mark planes on the asphalt; show a “DRIFT” indicator in the HUD while the drift condition is active. Keep the vehicle constrained to the road: if it moves outside approximately 47% of the road width, pull it back toward the nearest road sample and reduce speed. Use a smooth chase camera that follows around 9 units behind and 5.2 units above the car, looks approximately 5 units ahead and 1.1 units above the car, and eases its movement so the road and hairpins are clearly visible. The camera should update with the car’s heading and preserve the dramatic over-the-rear view. There are no visible opponents, weapons, lap counter, lives, or collision enemies; the objective is simply to drive and practice navigating the winding mountain road and drifting. Add a fixed translucent glass-like HUD over the 3D scene. In the upper-left, show a rounded dark panel reading “VELOCITY HORIZON // MOUNTAIN RIVALS,” with the separator in orange. In the upper-right, show a rounded panel containing a large bold three-digit speed readout and the small spaced label “KM/H,” plus an orange “DRIFT” label that is hidden except during drifting. Along the lower-left, place buttons labeled “RESTART,” “SOUND OFF,” and “PAUSE.” Restart resets the car to the starting point, heading, speed, distance, smoke/skid effects, and camera-follow state. The sound button only toggles its label between SOUND OFF and SOUND ON (there is no required sound system). Pause freezes driving and displays a centered dark translucent modal card with the heading “PAUSED,” the message “Take the next hairpin when you're ready.” and a “RESUME” button. In the lower-right, show the instructional text: “W / ↑ accelerate”, “S / ↓ brake & reverse”, “A / ← D / → steer”, and “SPACE handbrake drift”. Use a dark navy/black transparent UI with subtle blue-gray borders, blur, rounded corners, white/cool-blue typography, and orange accents. Make it responsive: on narrow screens hide the keyboard instruction block and keep touch-friendly buttons. Start the game in active driving mode, while supporting the visible pause overlay when Pause is activated.