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Void Breach

  • 3d
  • third-person
  • sci-fi
  • horror
  • shooter
  • cyberpunk
  • survival
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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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Void Breach yet. Play it, then tell the creator what you would add next.

Make your own game

Void Breach was built 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 Void 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 Void 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-based third-person 3D sci-fi horror shooter titled “Void Breach.” Use Three.js-style real-time rendering with a 62-degree perspective camera, black background, and very dark industrial lighting. The player is an armored engineer character in a long, narrow, oppressive spaceship corridor. Build the corridor from dark metallic geometry: a floor about 7 units wide and 58 units long, ceiling, left and right hull walls, and a rear bulkhead; the corridor should extend forward into darkness along the negative Z axis. Use nearly black/charcoal materials with rough metallic surfaces, subtle exponential blue-black fog, and sparse cyan and red emissive warning lights. Add floor rails along both sides, ceiling ribs, and occasional industrial pipe assemblies framing the lane. Include three visible vent/grate locations: one in the ceiling around z=-14, one on the left wall around z=-29, and one on the right wall around z=-43, with red slats/emissive accents. Lighting should be highly atmospheric: mostly pitch black, a cold cyan warning pool, a red warning pool, and a bright player-mounted pale-cyan flashlight/spotlight aimed down the corridor. Make the warning fixtures flicker subtly.

Place the player at the near end of the corridor around (0,0,1.5), represented by a cyberpunk/space engineer in armor. Use a third-person over-the-shoulder camera at roughly 3.2 units distance, following the player, with a shotgun/plasma-gun-like weapon mounted on the right shoulder. Movement is WASD, with Shift used for running; Space jumps. Allow camera aiming with the mouse in a third-person control scheme. Holding the right mouse button enters aim mode, slows movement from about 3.0 to 1.35, increases flashlight intensity, and displays three small cyan aim dots spaced down the aim ray. Left mouse fires a short bright cyan plasma bolt from the gun in the camera aim direction. Plasma bolts are thin glowing cyan cylinders that travel forward quickly for a fraction of a second. Use a small cyan glowing cross reticle fixed at the center of the screen.

As the player advances, trigger enemy ambushes when crossing z=-10, -24, and -38. At each trigger, spawn one humanoid two-legged gun-enemy at the corresponding vent (ceiling, left wall, then right wall), using dark cyberpunk enemy models if available. Enemies should animate an attack/idle action on spawning, then pursue the player through the corridor at roughly 1.55–2.0 units per second, turning to face the player. When within about 1.55 units, continuously damage the player for 9 health per second. Each enemy has 3 health points; a plasma shot reduces health by one if the enemy lies within a forward ray up to 22 units and within roughly 1.4 units of the ray. On death, play a one-shot death animation if available, shrink/visually react to hits, and hide the corpse after about 0.9 seconds. Do not add enemy types, pickups, score, ammo, or additional weapons beyond what is described.

Give the player 100 health. Attach a compact vertical health bar to the player’s back/spine, visible from the camera: green above 60 health, yellow below 60, and red/blinking below 30, with a dark backing. Damage should briefly create a subtle damage response/flash if supported. The game is an atmospheric corridor survival/advance experience: the player explores forward, handles the three vent ambushes, and survives by aiming and firing at pursuing enemies. There is no need to invent a win screen or level transition; preserve the simple continuous playable scene.

Render in a restrained, high-contrast cyberpunk horror style: mostly black screen, charcoal metal, cold cyan plasma/reticle/flashlight, deep red warning lights, emissive flicker, fog, soft shadows, and slight camera shake while moving or aiming. Add a fixed bottom-center instructional HUD panel reading exactly “WASD MOVE · SHIFT RUN” on the first line and “RMB AIM · LMB FIRE” on the second line, in small uppercase pale blue-gray text over a translucent dark rectangle with a subtle cyan border. Keep the HUD and reticle unobtrusive and do not add debug overlays.

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