Majid Manzarpour's own kaiju game: you are a basalt giant with a lightning core, stomping through a rain-soaked port city, clawing tanks, throwing wreckage at helicopters and charging a chest-lightning beam. Six waves ending in a boss, a mutation pick after each wave, then endless waves until your armor gives out.
Storm Colossus: Cityfall is a third-person action game in which you play the monster. You control a huge basalt creature with a glowing lightning core, dropped into a rain-soaked coastal city called Port Calder while the army tries to stop it. Tanks and helicopters shoot at you; you claw, sweep, stomp and grab your way through them, flatten buildings on the way, and fire a beam of lightning from your chest. Its title screen calls it "an original creature game", and its tagline is "The city is their last line of defense. Become the reason it falls."
It is the creator's own page, not a recreation. Majid Manzarpour (@majidmanzarpour) posted it on 5 September 2026 with a two-minute video, saying he paired GPT-6 Astra with his own Three.js game-dev "skill pack", with 3D models from Tripo and sound from ElevenLabs. The box under this write-up quotes his post and links it.
There are six named waves and a boss, and then it goes on forever: there is no win screen. The run ends when your vitality reaches zero, and the score is the only thing left to beat.
How to play Storm Colossus: Cityfall
- The title screen says "Awakening Colossus" while the game loads (about 28 MB of models, textures and sound), then changes to "Unleash the storm". Click it. The default camera follows the Colossus from behind and holds its heading; WASD moves the creature relative to that view, and the creature turns to face where it walks. C swaps to a free third-person camera with mouse look and wheel zoom.
- Attacks, from the game's own field manual: left mouse button or J is a claw combo, right mouse button or Q an arm sweep, E a stomp, Shift a rush, F grabs a nearby vehicle or chunk of rubble and throws it when pressed again, and R triggers rage once its meter is full. Space is the tempest: tap it for a short discharge, or hold it to charge and release the full beam. Icons along the bottom dim while an ability recharges. Esc or P pauses, M mutes and T restarts the run. Switching tabs pauses the game by itself.
- The HUD shows the wave name, kills against the wave's quota, the share of the city destroyed, a score with a combo multiplier, your vitality (it starts at 1,000), a "storm reserve" bar, a rage meter, a radar, and red arrows for enemies shooting at you from off screen. The tempest spends the storm reserve, and wrecking things refills it; when it runs low the game says "Tempest reserve low, destroy to recharge".
- Each wave has a kill quota: 14, 16, 18, 20 and 24 for waves one to five, then a boss wave. When you meet a quota the game pauses and offers three of eight "mutations" to keep for the run, for example Critical Mass (a 30 percent stronger beam), Ancient Armor (health regeneration while moving) or Reflective Basalt (sweeps bounce projectiles back). Every choice also restores 220 vitality. After wave six the game carries on as "Endless 1", "Endless 2" and so on, with quotas of 26 and up.
- If you fall, a "Colossus signal lost" screen says "The city still stands" and shows your final score, the wave you reached and the share of the city destroyed. "Rise again" restarts. Volumes, camera sensitivity, screen shake, quality and reduced motion are on the pause screen.
- On a phone or a narrow window a joystick appears bottom left, an aim pad covers the right side of the screen, and seven buttons (claw, sweep, stomp, rush, grab, rage and a hold-to-fire tempest) sit bottom right. There is nothing to switch on: the page decides from the screen size.
Controls: WASD moves. Left mouse button or J is a claw combo, right mouse button or Q an arm sweep, E a stomp, Shift a rush, F grab and throw, R rage. Tap Space for a quick tempest discharge or hold it to charge the full chest-lightning beam. C switches between the default chase camera and a free third-person camera (mouse look, wheel zoom). Esc or P pauses, M mutes, T restarts. On a phone, a joystick, an aim pad and on-screen action buttons appear.
Click Fullscreen above the game for the largest play area. If the game does not load, use Open in new tab to play it directly from our copy.
Why it's worth your time
Credit where it is due. Every game on this site was found through Tripo's GPT-6 Astra prompt collection, where this one is listed as "Kaiju city battle". The game is Majid Manzarpour's own, and his post is the source for the tools: GPT-6 Astra for the code, his Three.js skill pack, Tripo for the models and ElevenLabs for the sound. The post says the skills, prompt and a playable demo are linked below it; we could not see those replies.
How hard it is. Wave one is gentle: it is tanks only. A crude script that steers toward the nearest enemy and spams claw and stomp cleared it in about 45 seconds of game time without dropping below roughly 830 of 1,000 vitality. According to the game's code, helicopters join in wave two, missile launchers in wave three, EMP units and artillery in wave four and elite units in wave five (we saw tanks, helicopters, an EMP unit and an elite). The same script died in wave two. A script that only pressed real keys, walking forward and mashing attacks, got 12 of wave one's 14 kills in about two minutes and then stalled while losing health.
The boss wave. We did not beat it, and enemies arrive in batches of three about every 15 seconds, so a full run takes several minutes. We reached it through the page's own "?test" debugging switch. It shows a boss bar titled "Extinction Protocol" and two large enemies, a Siege Crawler (2,300 health in the game's data) and a Command unit (1,900). The game says their core is exposed only after they fire ("Core exposed, strike now"), and by the code the boss enrages at half health and calls in a helicopter and an elite.
The city breaks up physically: buildings damage in stages and shed rubble, driven by the Rapier physics engine compiled to WebAssembly, with rain, smoke and lightning throughout.
Sound and speed. The game loads 46 short audio files (about 6.7 MB: footsteps, roars, cannons, thunder, rain, two music tracks). They loaded without errors, but we could not listen in automated testing, so we cannot review the audio. On a desktop GPU we measured about 50 to 60 frames per second at 1280x720. On a touch device the game caps on-screen enemies at 10 instead of 15.
What it needs from the internet: nothing beyond its own files. There are no accounts, leaderboard or multiplayer. The game stores your best score in your browser under "cityfall-best", though we found no screen that shows it. One change in our copy: Netlify injects a "Powered by Netlify" badge into the live page that sits in the bottom right corner, over the phone's Tempest and Rage buttons, so we removed that one script tag from our copy and touched nothing in the game. The page's own metadata points at storm-colossus-cityfall.netlify.app, which returns "not found" today; the game runs at stormcolossus.netlify.app, which is the address we link. The game has no licence or credits page.
Mouse look. The manual says the mouse turns the camera, but automated browsers cannot hold the mouse capture (pointer lock) the game asks for, so we could not test it. The phone-style aim pad does turn the camera.
How it was made and where it lives
Hosted on Netlify. The author publishes as majidmanzarpour. Original: https://stormcolossus.netlify.app/. The Play button above runs our own unmodified copy, so the game keeps working here if that page goes down — which on free hosting usually has nothing to do with the author. Nothing about the game itself is changed, and the original stays linked from every page.
The post that led us here
Majid Manzarpour@majidmanzarpourpaired @OpenAI GPT-6 astra with my @threejs game dev skill pack to build a kaiju inspired game 👀
models @tripoai sound @ElevenLabs, skills + prompt and playable demo below 👇
If you like Storm Colossus: Cityfall, try these
For another physics-driven 3D brawler with grabbing and throwing, try Blobfighter. For the other side of the tank-and-helicopter fight, DUST FRONT is a real-time strategy game built around armor and air power.
Frequently asked questions
- Do you play the monster or the army?
- The monster. You control the Storm Colossus; the tanks, helicopters and artillery are the enemies.
- Can you win?
- Not in the usual sense. There are six named waves and a boss, but after wave six the game continues as endless waves. It is a score game and it ends when your vitality reaches zero.
- Is this a recreation or the creator's own game?
- The creator's own. Majid Manzarpour posted it himself on X and says he built it with GPT-6 Astra and his Three.js skill pack, with models from Tripo and sound from ElevenLabs. Tripo's prompt collection lists it as "Kaiju city battle".
- Does it work on a phone?
- In the phone sizes we emulated, yes: a joystick, an aim pad and action buttons appear on their own in portrait and landscape. It is a heavy 3D scene (about 28 MB), so an older phone may be slow, and we did not try a real handset.
- Does it need an internet connection or an account?
- No. Our copy holds every file it needs, and the game has no accounts, leaderboard or multiplayer.
- Does it have controller support?
- The manual describes gamepad controls and the code reads the browser's Gamepad API, but we had no controller to try it.
- Is Storm Colossus: Cityfall free to play?
- Yes. Everything on Floating Arcade is free, with no account, ads or downloads.
- Can I embed this game on my own website?
- Yes — copy the snippet below. The embedded player links back here, which is how we ask to be credited.
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