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Arcade › Metro Roam
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Atul Raj built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Metro Roam yet. Play it, then tell Atul Raj what you would add next.
Metro Roam was built by Atul Raj 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 Metro Roam 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.
Rebuild a browser-based 3D third-person exploration game titled “Metro Roam.” The player freely roams an open, compact city district with no combat, quests, score, timer, collectibles, or win condition: the core activity is simply exploring the environment. Use a Three.js-style perspective camera with a third-person follow view: the camera follows behind and above a blocky humanoid player, at roughly 8 units distance, while allowing the player to drag/look around. Start the player near the south end of the central roadway (approximately world position x=0, y=0.08, z=18), facing into the district. The avatar is a stylized low-poly/cube-world male character with a blocky body, head, arms, and legs, and an idle animation when standing. Keep the player visible in the foreground, centered in the camera view, with soft shadows. Movement must support WASD and arrow keys. The player walks at about 7 units/second, runs faster while holding Shift, and jumps with Space using a jump speed around 9 and gravity around -22. Include mouse/touch drag camera-look controls and usable third-person controls on mobile. The player should be able to move over the flat ground and roads; use a slope limit around 42 degrees. There is no combat or interaction system. Build the district on a large flat square ground plane, with a muted gray-green ground surface and atmospheric fog. Lay out a cross-shaped road network: a broad central east-west road about 12 units wide and 150 units long, a broad north-south road crossing it, plus narrower side streets at x=-28 and x=28 and at z=-28 and z=28. Use dark charcoal asphalt, subtle pale-yellow lane markers, and raised light-gray sidewalks bordering the central roads. Place the player initially on the central road. Add a few parked sedans near the road edges, including one around (3.8,18) and one around (-3.8,-18), rotated along the road. Populate the surrounding city blocks with a sparse arrangement of low-poly buildings: four taller skyscraper-like buildings around the outer corners near (+/-22,+/-20 to 22), and four lower commercial buildings nearer the roads around (+/-14,+/-20 to 20). Add stylized low-poly trees and bushes around the district edges, including trees near the four corner areas and bushes near the south side. Add four oversized streetlight props near the central road intersections/edges, around x=+/-8 and z=+/-9. Objects should cast and receive soft shadows. Use a bright, calm stylized daytime presentation. The sky/background should be a pale mint/blue-green gradient with a subtle warm sun glow, fog fading in the distance, hemisphere fill lighting, a strong warm directional sun from the upper-left/front, and a faint cool rim light. Use physically shaded low-poly assets with softened shadows, ambient occlusion-like depth from lighting/fog, and a clean colorful but subdued city-district palette. The scene should feel like a small peaceful free-roam neighborhood rather than a racing game. Overlay a minimal HUD that does not obstruct play: at the top-left show a dark translucent rounded panel with the title “Metro Roam” and subtitle “Explore the city district.” Along the bottom center show a dark translucent pill with the exact control hint “WASD / arrows to move · Shift to run · Space to jump · drag to look.” On initial load, show a full-screen gradient loading panel reading “BUILDING THE CITY…” and fade it away when the models finish loading. Make the HUD responsive, moving the bottom hint higher on coarse/touch devices. Do not add gameplay systems or UI not described here.