Arcade › Vigo Horizon
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mario Cerviño built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Vigo Horizon yet. Play it, then tell Mario Cerviño what you would add next.
Vigo Horizon was built by Mario Cerviño 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 Vigo 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.
Recreate a playable browser 3D first-person exploration sandbox titled “Vigo Horizon,” in Spanish, using a stylized low-poly coastal city inspired by Vigo (an original reinterpretation, not a 1:1 map). Use a Three.js-like WebGL presentation with a bright blue sky, light atmospheric fog, soft shadows, and a clean modern dark-blue/cyan HUD. Start with a full-screen welcome overlay over the game: a translucent dark navy gradient background and centered rounded panel with a thin pale-blue border. Show the title “Vigo Horizon” in large bold white text, the subtitle “Una demo jugable en primera persona: recorre una ciudad costera inspirada en Vigo, sube por la ladera, conduce, despega y salta con paracaídas.”, pill labels “Ciudad costera,” “Coche,” “Moto,” “Avión,” and “Paracaídas,” a large rounded cyan-to-mint button labeled “Entrar en la ciudad,” and the small disclaimer “Es una reinterpretación original, no un mapa 1:1.” Clicking the button dismisses the overlay and begins play, ideally capturing the mouse for first-person look. Build an open coastal island environment. The ground is a broad green island slab surrounded by a large dark teal-blue sea plane, with a long central asphalt road running roughly north-south, a wide cross street, and a pale harbor promenade along the water. Add simple white lane markings and crosswalk-style rectangular markings. Place a row of stylized palms along the promenade, with thin ochre trunks and compact green crowns. Make the city climb toward the rear/hillside: include stepped green hillside terraces and a line of small colorful hillside houses. Populate the city with blocky colorful buildings, each with repeated small cyan glass windows: a tall red tower called ArealTower, a yellow PortaDoSol block, a taller blue MonteAlba building on the hill, a white CascoVelho block, a white MarinaOffice near the waterfront, a blue GranViaBlock, and multiple smaller white/red/yellow houses. Buildings are simple rectangular masses with occasional dark rooftop boxes; use materials in muted red, mustard yellow, blue, off-white, gray-green grass, charcoal asphalt, and reflective teal water. The player begins on foot near the road, represented by an invisible/object anchor used for the first-person camera. Use FPS controls: mouse to look, WASD or arrow keys to move, Shift to run, Space to jump, and a centered small glowing cyan/white crosshair. Apply gravity and jumping while walking. The first-person camera should show the world at human height and have atmospheric fog that softens distant buildings. Add three usable vehicles placed around the city. Put a sports sedan on the main road near the starting area (a compact realistic/low-poly car model, dark or sporty), a simple stylized motorcycle nearby with a dark body, two wheels, and a red seat, and a small stylized airplane on/near the hillside or runway area. The plane should have a white rectangular fuselage, broad red wings, a blue tailplane, and a blue vertical fin. When the player is walking and within interaction range, pressing E near the car or motorcycle enters it; pressing E again exits and returns to walking. Entering should move the player anchor to the vehicle and switch to a vehicle-follow camera. Driving uses WASD/arrows: forward/reverse acceleration, left/right steering, friction, and a capped speed; the car and motorcycle remain ground vehicles. Display status in the top-right HUD as “A pie,” “Conduciendo coche,” or “En moto,” with a smaller control hint. Near the aircraft, pressing F while on foot enters the plane and changes status to “Pilotando avión.” Fly it with WASD/arrows for forward/reverse and steering; use Space to climb and Shift to descend, while keeping the plane above a minimum altitude. The camera should follow behind/near the plane and look along its direction of travel. While piloting, pressing Space exits the plane into a parachuting state (the same key can both initiate upward flight while piloting and trigger the exit action according to the game’s interaction logic; prioritize the explicit exit behavior when used to leave the plane). Spawn a visible parachute above the player: a red-orange rounded canopy with a thin white suspension line. The parachutist slowly descends, drifts gently side-to-side, and lands when close to ground level, then automatically returns to walking and removes the parachute. Show “Paracaídas abierto” in the status HUD during descent. Keep the on-screen HUD visible during play: top-left rounded translucent panel with uppercase “VIGO HORIZON” and “Una costa abierta, inspirada en Vigo”; top-right rounded panel showing the current Spanish mode/status and contextual controls; a centered crosshair; and a bottom rounded translucent instruction panel reading “WASD / flechas: moverte · Shift: correr · Espacio: saltar · E: entrar/salir · F: cambiar a avión · rueda: zoom”. On touch/coarse-pointer devices, show simple round controls near the bottom with an up arrow plus E and F buttons. Do not add combat, enemies, missions, score, inventory, or extra gameplay systems: the core experience is free exploration, entering the two ground vehicles, flying the plane, and parachuting over the stylized coastal city.