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Arcade › Yellow Static
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Landon Moore built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Yellow Static yet. Play it, then tell Landon Moore what you would add next.
Yellow Static was built by Landon Moore 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 Yellow Static 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 first-person 3D exploration game titled "Yellow Static". Use a Three.js-style real-time renderer with a 72-degree perspective camera, subtle fog, and an FPS controller. The player is an invisible/camera-centered avatar starting at world position (0, 1.65, 0), moving at about 4.2 units per second with gravity and a jump on SPACE (jump speed about 7.5, gravity about -22). Support WASD and arrow-key movement, mouse look, and on touch devices a left virtual stick for movement plus dragging to look. Build an effectively endless, procedurally generated maze from square 20-by-20-unit sectors. Keep a 5-by-5 neighborhood of sectors loaded around the player and remove sectors that are farther than one extra sector beyond that neighborhood. Generate each sector deterministically from its integer coordinates using a hash/random function, so returning to a sector produces the same layout. Display the current sector as integer coordinates based on the player's X/Z position, with sector (0,0) at the starting location. Each sector should feel like a large enclosed, maze-like room: a dark muted brown carpet/floor, a low flat ceiling around 3.35 units high, outer walls around the perimeter, and several internal wall ribs. Use box-shaped wall segments approximately 4 units wide, 3.2 units tall, and 0.22 units thick. The sector is 20 units wide, with walls near +/-10 and interior maze ribs around -4 and +4 on both axes. Leave deterministic door-sized openings in each of the four outer walls and in each internal rib so sectors connect and the player can navigate rather than being trapped. The floor should be a 20-by-20 box with a very thin height, and the ceiling should be similarly broad and flat. Art direction: an uncanny, liminal yellow-brown fluorescent interior. Use low-detail geometric forms and restrained materials: wall faces in dusty mustard/tan (around #b8a75b), slightly lighter wall caps on top (around #d1c276), floor in dark brown/olive (around #574b31), and ceiling in desaturated gray-olive (around #7b755d). Add thin, pale yellow emissive fluorescent ceiling panels at a 3-by-3 grid of landmark positions in each sector (x and z at -6, 0, and 6), rather than visible point lights on every panel. Light the scene with a warm pale-yellow hemisphere light, a dim warm directional light, and a warm localized fill light that follows the player. Set the background and fog to near-black brown (#18140b), with fog beginning around 16 units and ending around 64 units, making distant corridors fade into darkness. Use antialiasing and a restrained, hazy glow impression around the lights. The screen should show a minimal fixed HUD over the 3D view. In the upper-left, show the spaced uppercase title on two lines: "YELLOW" then "STATIC", in pale cream-yellow text. In the upper-right, show the current sector as "SECTOR 0 / 0" (updating with movement) and beneath it the objective text "FIND THE EXIT". Put a small thin pale-yellow circular crosshair at the exact center with a faint glow. Along the lower-left, show the controls in muted cream text: "WASD / ARROWS move · mouse look · SPACE jump" and below it "Mobile: left stick moves · drag to look". The HUD should not block input, use a simple Arial-like sans-serif font, slight letter spacing on the title, subtle opacity, and a dark text shadow. There are no enemies, weapons, collectibles, score, health, timer, or explicit win/exit interaction implemented; the only objective text is the atmospheric "FIND THE EXIT" prompt while the player freely explores the generated sectors.