Game

Terminus Breach

A modern 3D cave flyer built on Three.js and WebGPU.

Type
Game
Platforms
Web, macOS, Android
Status
Live
Role
Design + engineering

The story

Why it exists

A modern cave flyer needs the pressure and spatial readability of the arcade genre without feeling like a visual imitation of an older game.

My role

Independent game designer and developer. I defined the cave-flyer model, combat systems, procedural world, rendering pipeline, and multi-platform release.

Product move

Generate the cavern continuously, organize combat through reusable encounter data, and use a modern WebGPU pipeline to create a distinct phosphor-lit presentation.

What shipped

A complete 3D game with six cavern themes, eleven enemy archetypes, five multi-phase bosses, a seven-stage power system, and web, macOS, and Android builds.

See the product

Eleven enemy archetypes are assembled through data-driven encounters rather than hard-coded set pieces.
HDR bloom, phosphor persistence, and an optional CRT treatment give the game its authored visual identity.

Product judgment

Key decisions

  1. 01

    Stream the world ahead

    Chunked procedural caverns create continuous forward motion while allowing theme, structure, and difficulty to change by sector.

  2. 02

    Build combat from data

    Enemy archetypes and encounter templates separate behavior from formation design, making the difficulty system easier to extend and tune.

  3. 03

    Use modern rendering with restraint

    Bloom, persistence, and CRT effects support the phosphor aesthetic while ACES tone mapping keeps gameplay readable.

Build notes

The game uses Three.js WebGPU, simplex-noise cavern streaming, data-driven mesh factories, and director state machines for twelve boss attack types.

Electron and Capacitor package the same core product for macOS and Android alongside the web release.

Built withThree.js, WebGPU, Vite, Electron, Capacitor, Claude Code