Nimbus Salvagers

Chase a lost signal through floating ruins: clear guard waves, restore a turbine, and collect coil tokens. Copy the prompt to build this sci-fi web game.

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Generate a sci-fi shooter web game set in floating ruins

Sunken City

Trade floating ruins for a deep-sea city

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Imagine an engineer chasing a lost signal through floating ruins. Make Nimbus Salvagers begin at a turbine site on Cirrus Reach, where the player uses an automatic rifle, sprint, jump, and weapon skills to clear three guard waves, restore the turbine, and collect coil tokens. The front end should include destinations, engineer growth, collections, and story episodes, with room for a future co-op or wind-trial mode. Use clouds, sail-like machinery, and blue-green energy as a fresh science-fiction language; every enemy, ruin, and mission line must be newly authored. Move the setting from floating ruins to a sunken deep-sea city: the player pilots a diving suit through flooded domes and pipelines, guards become deep-sea machines, and coil tokens become pressure cells. The turbine mission becomes restarting an undersea power station, an oxygen gauge replaces the stamina bar, and the blue-green energy glow turns into bioluminescence. 
Co-op Missions

Two-player roles: assault and engineer

Try Kimi Build
Imagine an engineer chasing a lost signal through floating ruins. Make Nimbus Salvagers begin at a turbine site on Cirrus Reach, where the player uses an automatic rifle, sprint, jump, and weapon skills to clear three guard waves, restore the turbine, and collect coil tokens. The front end should include destinations, engineer growth, collections, and story episodes, with room for a future co-op or wind-trial mode. Use clouds, sail-like machinery, and blue-green energy as a fresh science-fiction language; every enemy, ruin, and mission line must be newly authored. Add a two-player co-op mode to the missions: one player acts as the assault specialist drawing guard fire while the other plays the engineer who repairs the turbine and hacks terminals from cover. Both share a life pool that drains when either falls, and coil token rewards are split by contribution after all three guard waves are cleared. 
Non-Violent Edition

Replace shooting with scanner stealth for teens

Try Kimi Build
Imagine an engineer chasing a lost signal through floating ruins. Make Nimbus Salvagers begin at a turbine site on Cirrus Reach, where the player uses an automatic rifle, sprint, jump, and weapon skills to clear three guard waves, restore the turbine, and collect coil tokens. The front end should include destinations, engineer growth, collections, and story episodes, with room for a future co-op or wind-trial mode. Use clouds, sail-like machinery, and blue-green energy as a fresh science-fiction language; every enemy, ruin, and mission line must be newly authored. Turn the game into a non-violent exploration edition: remove the rifle and shooting, and instead use a handheld scanner to study guard patrol patterns and slip past their sightlines, with detection sending the player back to a checkpoint instead of draining health. Rewrite mission text as an archaeology journal and add collectible ruin-knowledge cards, making it suitable for younger players.