Terminus Breach

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

LIVEGame
WEBmacOSAndroid

What this project demonstrates

  • Full 3D cave flyer built on Three.js WebGPU with ACES tone mapping
  • Procedural cavern generation from simplex noise, streamed in chunks
  • 11 data-driven enemy archetypes and 23 encounter templates
  • 5 sector bosses with 12 attack types and director state machines
  • R-Type style 7-stage power meter fed by magnetized shard crystals
  • HDR bloom, phosphor persistence, and a TSL CRT filter as post-processing

Terminus Breach is proof that a single developer with modern AI tools can ship a game with the scope and polish of a mid-size studio release.

Terminus Breach is a modern 3D cave flyer built on Three.js with the WebGPU renderer. You fly through procedurally generated cavern systems carved from simplex noise and streamed in ahead of the ship as it scrolls forward at a constant pace. Six visual themes give each sector its own identity: alien tech, ancient ruins, lava foundry, glacial rift, bio-organic, and void cathedral.

The fiction is deliberate. The year is 2147. Five artificial superintelligences have seized control of Earth. Beneath the last free outpost, engineers rebuild a single weapon the machines cannot predict: a ship with no computer, no autopilot, no targeting system. Just a pilot. Fly the caverns, destroy the five, take back the world. Story is delivered between sectors in short, cinematic terminal-text interludes.

Combat is built on 11 data-driven enemy archetypes, each with its own stats, behaviors, and mesh factory. Swarmers hold position ahead of the player. Tesla pylons pair up to form electric gate barriers with animated bolt meshes you have to duck under or over. Pulsars spawn expanding concentric ring arcs with gaps you have to thread. Siege mortars come in four tiers, each with a distinct silhouette and signature attack. 23 encounter templates define formation patterns with their own tracking, fire rate, and spacing rules.

Five sector bosses round out the progression: the Watcher, the Strategist, the Mirror Mind, the Time Bender, and the Core. The boss system is roughly 8700 lines covering 12 attack types, director state machines, phase transitions, and per-boss death cries. The power meter is an R-Type style 7-stage progression: speed, bullet tiers, directional fire, split shots, shields, and missiles, fed by shard crystals that scatter on kills and magnet to the player.

The rendering stack is where the game earns its look. A WebGPU renderer with ACES filmic tone mapping runs the scene. A three-pass glow line system builds phosphor-style ribbons from line segments at 3 widths and alphas, then HDR bloom, then a ping-pong phosphor persistence pass with 82% decay. An optional CRT mode, written as a pure TSL node graph, layers scanlines at 160px vertical resolution, Trinitron aperture grille stripes, warm color temperature, interlace flicker, rolling scan bands, and vignette on top. The game ships for web, macOS (Electron), and Android (Capacitor) from one codebase.

What it does

Procedural Caverns

6 distinct visual themes generated on the fly from simplex noise, with chunk LOD, structures, and continuous forward flight.

11 Enemy Archetypes

Swarmers, tesla pylons, pulsars, chargers, mine layers, siege mortars, and more. Each data-driven with custom mesh factories and behaviors.

5 Sector Bosses

The Watcher, Strategist, Mirror Mind, Time Bender, and the Core. 12 attack types, phase transitions, and per-boss death cries.

7-Stage Power Meter

R-Type style progression for speed, bullet tiers, directional fire, split shots, shields, and missiles. Fueled by shard crystals on kills.

HDR Bloom + Phosphor

WebGPU renderer with ACES tone mapping, three-pass glow lines, HDR bloom, and ping-pong phosphor persistence at 82% decay.

Optional CRT Mode

Pure TSL node graph filter: scanlines, Trinitron aperture grille, warm color, interlace flicker, rolling bands, and vignette.

Terminus Breach screenshot 1
Terminus Breach screenshot 2
Terminus Breach screenshot 3

Comments

Built with

  • Three.js
  • WebGPU
  • Vite
  • Electron
  • Capacitor
  • Claude Code

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