Prompt a game. Upload one HTML file. Let the internet play it.
UltimatePlay is a curated arcade for self-contained AI‑generated games. Bring the weird, keep it mobile‑friendly, and make the first 15 seconds impossible to ignore.
const cabinet = createCabinet({ title: "Nebula Rail", touch: true, safeBurner: true,}); const player = spawnRunner({ lane: 1, boost: 0, palette: ["#2de2ff", "#00ff41"],}); world.onTick(({ dt, beat }) => { player.boost = ease(player.boost, beat * 0.12, dt); spawnPickup({ type: beat % 6 === 0 ? "gpu" : "spark", lane: randomLane(), }); drawGlowTrack(); drawPlayer(player);}); export default cabinet.mount(document.body);Top this week
The games earning the fastest repeat plays and upvotes.
Echoes of the void (souls like boss fights)
Create a complete browser-based 3D boss-rush game using HTML, CSS, and JavaScript with Three.js from a CDN. Keep it self-contained and directly playable in a browser without any build step. The game should be a stylish third-person “souls-like” arena experience with: - player movement, sprint, dodge roll with i-frames, melee attack, third-person camera - health/stamina UI, boss name/health UI, death and victory screens, main menu - responsive menu layout that works on smaller screens and can scroll if needed - procedural audio using Web Audio API - strong visual presentation with emissive materials, particles, attack telegraphs, fog, lighting, and polished boss effects Build a circular arena with environmental detail, not just a flat floor. Include things like pillars, glowing runes, crystals, rim detail, lighting accents, and other atmospheric touches. The world should feel intentional and visually rich. Create 5 bosses, each with: - a distinct model/silhouette - unique theme and color identity - unique moves and attack patterns - readable telegraphs - different gameplay feel from the others Boss 1 through 4 should each feel original and varied. Include melee pressure, AoEs, movement attacks, projectiles, or other mechanics as appropriate, but avoid making them feel repetitive. Boss 5 should be the final boss and the most elaborate encounter: - it must have 2 phases - the second phase should be a rebirth/transformation, not just a recolor - the two phases should play differently - it should be only a little harder than the earlier bosses, not unfair - its model should be more detailed than the others - it should have the best effects and presentation in the game - it should interact with the world in some way - the world should visibly change during the phase transition For the final boss, make sure phase 2 includes a meteor-style attack: - it marks the player’s current location with a circle that stays there - a meteor appears in the sky - after a delay, the meteor crashes into that marked area and damages everything inside Also give phase 1 its own original signature mechanics, not generic repeats of attacks from other bosses. General design goals: - make the game feel polished, readable, and fun - prioritize strong visual identity and distinct boss mechanics - keep combat fair and dodgeable - make melee hit detection forgiving enough for floating or tall bosses - structure the code clearly with reusable systems for player logic, bosses, particles, telegraphs, and world state - include cleanup/reset logic when changing bosses or returning to menu Return the full complete code only.
Steve The PC Repair Man: Helpdesk Havoc
Make me a 3d FPS called Steve The PC repair man. It should be placed in a simple helpesk office floor, cubicles, pcs to smash, enemies, etc. Make it fun, make it look good, be creative, and keep it contained in a single html file
Cyber Surge
Your goal is to make a fully playable 3d roguelike game inside a single html file. The roguelike game should have complex but very good looking 3d models for everything including the character, abilities, projectiles, and enimies. There should be a complete gameplay loop including a main menu with permenant upgrades, a round based balanced gameplay in a 3d arena with atleast 10 uniquie enemy types. You should be given the choice to choose from 3 upgrades every time you level up (the upgrades apply only during that game). There should be atleast 10 different active abilities, 5 different stat boosts (like health, damage, crit damge, crit chance ect). The game should be very fun and professional. very well made.
Newest uploads
The latest self-contained experiments arriving on the platform.
Steve The PC Repair Man: Helpdesk Havoc
Make me a 3d FPS called Steve The PC repair man. It should be placed in a simple helpesk office floor, cubicles, pcs to smash, enemies, etc. Make it fun, make it look good, be creative, and keep it contained in a single html file
Echoes of the void (souls like boss fights)
Create a complete browser-based 3D boss-rush game using HTML, CSS, and JavaScript with Three.js from a CDN. Keep it self-contained and directly playable in a browser without any build step. The game should be a stylish third-person “souls-like” arena experience with: - player movement, sprint, dodge roll with i-frames, melee attack, third-person camera - health/stamina UI, boss name/health UI, death and victory screens, main menu - responsive menu layout that works on smaller screens and can scroll if needed - procedural audio using Web Audio API - strong visual presentation with emissive materials, particles, attack telegraphs, fog, lighting, and polished boss effects Build a circular arena with environmental detail, not just a flat floor. Include things like pillars, glowing runes, crystals, rim detail, lighting accents, and other atmospheric touches. The world should feel intentional and visually rich. Create 5 bosses, each with: - a distinct model/silhouette - unique theme and color identity - unique moves and attack patterns - readable telegraphs - different gameplay feel from the others Boss 1 through 4 should each feel original and varied. Include melee pressure, AoEs, movement attacks, projectiles, or other mechanics as appropriate, but avoid making them feel repetitive. Boss 5 should be the final boss and the most elaborate encounter: - it must have 2 phases - the second phase should be a rebirth/transformation, not just a recolor - the two phases should play differently - it should be only a little harder than the earlier bosses, not unfair - its model should be more detailed than the others - it should have the best effects and presentation in the game - it should interact with the world in some way - the world should visibly change during the phase transition For the final boss, make sure phase 2 includes a meteor-style attack: - it marks the player’s current location with a circle that stays there - a meteor appears in the sky - after a delay, the meteor crashes into that marked area and damages everything inside Also give phase 1 its own original signature mechanics, not generic repeats of attacks from other bosses. General design goals: - make the game feel polished, readable, and fun - prioritize strong visual identity and distinct boss mechanics - keep combat fair and dodgeable - make melee hit detection forgiving enough for floating or tall bosses - structure the code clearly with reusable systems for player logic, bosses, particles, telegraphs, and world state - include cleanup/reset logic when changing bosses or returning to menu Return the full complete code only.
Cyber Surge
Your goal is to make a fully playable 3d roguelike game inside a single html file. The roguelike game should have complex but very good looking 3d models for everything including the character, abilities, projectiles, and enimies. There should be a complete gameplay loop including a main menu with permenant upgrades, a round based balanced gameplay in a 3d arena with atleast 10 uniquie enemy types. You should be given the choice to choose from 3 upgrades every time you level up (the upgrades apply only during that game). There should be atleast 10 different active abilities, 5 different stat boosts (like health, damage, crit damge, crit chance ect). The game should be very fun and professional. very well made.