Krunker Clone

Krunker clone · FPS game · built by the Vibecode team

Krunker Clone rebuilds Krunker.io with its real name, KRUNKER wordmark, square game font and HUD. You open on the menu over a live match, click to drop into Burg, a desert castle courtyard built from pixel-textured blocks, and fight 7 bots that strafe, jump, slide and shoot back. Pick one of six classes (Assault Rifle, Sniper, SMG, LMG, Shotgun, Revolver), aim down sights, reload, swap to a pistol and chain kills for Double Kill and Killing Spree callouts while the kill feed, leaderboard and timer run. When the 4 minute match ends, the Game Over scoreboard pays out KR and XP that level you up. Everything, from characters and guns to sounds, is drawn or synthesised in code.

  • Web app
  • Hand-built
  • Free to remix
Krunker Clone, fps game built with Vibecode
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Prompt · 969 words

Build a polished web clone of Krunker.io, the fast blocky browser FPS, with three.js: Free For All on a desert castle map against 7 bots that move, strafe, slide and fire back. Draw everything in code (no image, model or sound files): pixel-noise block textures with nearest filtering, blocky low-poly characters, guns built from boxes, Web Audio gunshots.

It is Krunker on screen: its name, the KRUNKER wordmark and its own words ("Click to Play", "Free For All", "on Burg", "Change Class", "Respawn in", "Killed by", "Headshot", "Double Kill", "Game Over", "Next Game in", "Enter Message", KR currency, LVL). Font: Squada One (square, bold, condensed), white text with a hard 2 px black shadow on translucent grey panels (rgba(52,52,52,.72)), yellow #fbc02d, blue #3489eb, health green #5ee22a. Characters are original: Minecraft-style block people with 8x8 pixel faces and class outfits (no Krunker skins).

SHELL
One full-window canvas plus a DOM overlay. Opens straight on the main menu over the LIVE match: the bots are already playing and the camera slowly orbits the map. No login, splash or paywall. Click (or tap) anywhere to spawn; Esc brings the menu back; the world keeps running.

MAP
Burg: a 60 x 60 m courtyard of axis-aligned boxes. Rust-orange sand (#c27a47), light grey brick perimeter walls (7 m) with merlons, four corner towers and gate towers with slit windows, red/blue banners with a gold cross, a walkable east rampart with stairs and a gapped parapet, a stone barracks, three timber-frame houses with orange tile roofs (triangular prisms), a ruined brick keep around a roofed well, red/blue/green shipping containers, crate stacks, hay bales, market stalls with striped awnings, low cover walls, blocky trees, cube clouds, light blue sky gradient and warm haze fog, sun shadows. Second map Subzero: the same layout mirrored and frozen (snow, ice, grey sky).

SCREENS
1. Menu: top bar (pixel portrait, editable name "Guest_4821", KR 1,250 coin pill, LVL 7 with a yellow XP bar), big KRUNKER wordmark, pulsing "Click to Play" (or "Respawn in 2" after a death), a controls line, left buttons Classes / Maps / Settings / Stats with pixel icons, right "Change Class" card (128 px pixel portrait, class name, loadout, health), bottom pills "FFA_Burg", "7/8 Players - NY", time left.
2. HUD: top-left green FPS + ping bars + "Free For All / on Burg"; top-centre timer 4:00 counting down; top-right leaderboard pills ("1. Guest_4821 225", yours yellow) and three boxes with skull / crossed skull / flame icons for kills, deaths, streak; bottom-left kill feed and chat lines (killer, gun silhouette, red victim, a red X for headshots; bot chat like "gg", "lag", "burg >>> every map"), an "Enter Message" box (Enter to chat), class portrait, "100 | 100 +" health with a red cross and a 4-segment green bar (red when low); bottom-right weapon slots 1/2 as gun silhouettes and an ammo box "24 | 30 !!!" (yellow bullets, red when low); a Reload label with a progress bar. Crosshair lines spread with movement and recoil; white hit marker (red on headshots); red edge vignette when hurt and a damage arc toward the attacker; centre popups "+100 / You killed NAME / Headshot / Double Kill, Triple Kill, Killing Spree, Unstoppable". Tab shows the full scoreboard.
3. First person: big blocky arms (shirt-coloured sleeves, tan hands) holding the gun low right; bob, sway, recoil kick, muzzle star flash, reload dip, swap drop, aim-down-sights moves the gun to centre and zooms; the sniper shows a black scope circle with crosshair lines. Yellow tracers, block-chip particles in the surface colour, red hit cubes, a white poof and a backwards fall on death.
4. Death: "Killed by NAME" card with the killer's portrait, weapon, Headshot tag and HP left while the camera rises and turns to the killer; then the menu with a 3 s respawn countdown.
5. Game Over (when the timer ends): winner line, scoreboard (rank, level badge, name, score, kills, deaths), your place, +KR and +XP rewards (saved, levels up), "Next Game in 12", then a new match.
6. Windows: Classes grid of 6 pixel portraits (Triggerman Assault Rifle 100 HP, Hunter Sniper 60 HP, Run N Gun SMG + Knife 118% speed, Spray N Pray LMG 170 HP, Vince Shotgun, Detective Revolver; all others carry a Pistol) used on next spawn; Maps (Burg, Subzero); Settings (sensitivity, FOV, volume, match length, third-person camera, show FPS, crosshair colour swatches); Stats (level, KR, kills, deaths, KDR, games, wins).

RULES
Fixed 60 Hz simulation. Player box with step-up for stairs, gravity, jump, Shift crouch-slide (speed boost that decays), air strafing for bunny hops. Hitscan with spread that grows with movement, air and recoil; headshot multipliers; shotgun pellets with falloff; infinite reloads; health regen 4 s after the last hit; spawn protection; kill = 100 points (+25 headshot). Bots share the same movement and guns: spot you with line of sight and view cone, react after a skill-based delay, aim with decaying error, strafe and jump in fights, keep a preferred range per weapon, reload, chase the last seen position or roam with A* on a height grid built from the boxes; they deal 60% damage to you. Spawns pick the point farthest from enemies. Keyboard + mouse with pointer lock (mouse look still works without it, e.g. inside an iframe); phones get a move stick, drag-to-look and FIRE / AIM / JUMP / SLIDE / R / swap buttons and a compact layout. ?demo=1 lets a bot play for you (attract mode), ?seed, ?time, ?map, ?class, ?third=1.

REMIX-READY
Brand file (name, wordmark, colours, fonts, every word), classes + weapons file, bots file (names, skill, chat, difficulty), settings/stats file (localStorage), maps as box lists with a MapBuilder (wall, tower, house, stairs, crate, container, tree), engine and UI in small files, README with a file map and remix ideas.
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