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Arcade › Wild Horizon
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.
Nobody has said anything about Wild Horizon yet. Play it, then tell the creator what you would add next.
Wild Horizon 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 Wild 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 Three.js third-person exploration game titled "Wild Horizon". The experience is a quiet alpine wilderness visual exploration slice rather than a combat game: there are no enemies, weapons, collectibles, score, health, or win condition. Put the player in a broad procedurally shaped alpine valley with a dark green uneven terrain floor, distant gray-green mountain ridges, several angular snow-capped peaks around the horizon, scattered low-poly evergreen trees and rocks, and a shallow turquoise river crossing the valley. Include a small waterfall/mist feature near the river at approximately one side of the valley. Add a large soft atmospheric sky/fog effect, sparse pale translucent low-poly cloud clusters drifting slowly across the distant sky, and strong soft shadows. Use a perspective third-person camera following an explorer avatar represented minimally by an Object3D/player target and a small glowing amber circular marker beneath them. Start the explorer near the front of the valley, around the center, and have the camera follow from roughly 10 units away. The player can move with WASD or arrow keys, run while holding Shift, jump with Space, and rotate/look by dragging. Movement should have gravity, jumping, slope handling, and collision awareness against the terrain/scene; the player should be able to freely roam the valley and river area. Keep the camera and environment smoothly animated. Implement a continuously advancing in-game time beginning around 08:40. Display the current weather and hour in the lower-left status as uppercase text like "CLEAR / 08:40"; update the hour over time. Lighting should respond to time of day, with a warm directional sun moving around the sky and changing intensity, plus cool ambient hemisphere lighting and a subtle blue rim light. Use atmospheric fog that makes the far mountains fade into the distance. The normal CLEAR look is bright, cool natural daylight with green ground, gray rock, snow, and teal water. Provide three fixed HUD weather/time controls in the upper-right: rounded translucent dark buttons labeled DAWN, STORM, and CLEAR. DAWN sets the time to approximately 06:12 and uses softer lower sunlight; CLEAR sets it to approximately 14:18 and restores clear daylight; STORM switches weather to STORM with darker blue-gray fog, denser fog, dimmer sun and reduced exposure while preserving the moving world. The status label must immediately reflect the selected weather and current hour. Overlay a minimalist HUD on top of the full-screen canvas. In the upper-left show spaced uppercase title "WILD HORIZON" and beneath it the subtitle "Alpine wilderness — visual exploration slice". In the lower center show a translucent pill-shaped instruction banner reading "WASD / Arrow keys to explore · Shift to run · Space to jump · drag to look". Use an understated dark teal/near-black page background, pale green-white typography, small uppercase labels, generous empty space, rounded outlined controls, and a cinematic low-poly/real-time-rendered wilderness aesthetic. Make the layout responsive: on narrow screens move the weather buttons to the lower-right/lower area and allow the instruction text to wrap, while keeping the title and status visible.