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Arcade › 100 Days at Sea

100 Days at Sea

  • 3d
  • survival
  • crafting
  • building
  • ocean
  • sandbox
  • multiplayer
  • low-poly
0
Remix it Discord

1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. AMIR BUGAEV built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about 100 Days at Sea yet. Play it, then tell AMIR BUGAEV what you would add next.

Make your own game

100 Days at Sea was built by AMIR BUGAEV with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix 100 Days at Sea opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for 100 Days at Sea

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Recreate “100 Days at Sea” as a browser-based 3D survival game using Three.js, with a Russian-language interface. Begin with a full-screen dark navy main menu with a subtle blue gradient/glow. Show the huge white title “100 DAYS AT SEA”, subtitle “Выживание в открытом океане • Мультиплеер”, and four large rounded buttons: “▶ ИГРАТЬ (Нормальный)”, “🏝️ ПЕСОЧНИЦА”, “Как играть”, and “Настройки”; include small footer text “Discord Activity • 3D Survival”. The normal Play button starts the survival world, while Sandbox starts a more permissive building mode.

Gameplay is a third-person, slightly elevated over-the-shoulder/isometric-style camera over a stylized low-poly ocean. Use a large animated dark teal-blue water plane with visible wave motion and subtle foam pattern, a darker deep-water layer/edge, fog, directional sunlight, hemisphere ambient lighting, and a day/night cycle that changes the sky/clear color, fog density, sun position/intensity, and ambient light. The world is bounded rather than infinite. Create five roughly circular low-poly islands made from stacked tan sand and green grass cylinders at approximately positions (0,0), (-38,29), (41,-33), (-29,-41), and (27,44), with varied sizes. Scatter palm trees, stones, rocks, and collectible objects across islands. Use simple primitives as fallbacks, but preferably load low-poly GLB assets for palms, stones, boats, logs, rocks, apples, axes, and barrels.

The player is a simple low-poly humanoid made from primitives: green cylindrical body and limbs, peach spherical head, standing at the center island. Follow the player with a smooth third-person camera approximately 9.5 units behind and 5.5 units above, looking toward the character; allow mouse movement to orbit yaw and pitch, mouse wheel to zoom/adjust camera angle, and smoothly rotate the avatar toward movement. Add a small walk bob. Desktop controls: WASD or arrow keys move, E collects the resource under the center reticle, B toggles building mode, I opens inventory, C opens crafting, Space places a selected building, Escape closes modals/build mode, left click collects a targeted nearby resource or places a building, and dragging the mouse rotates the camera. On touch devices, show a translucent circular virtual joystick at lower left for movement and use right-side touch dragging to rotate the camera.

Populate islands with floating/bobbing collectibles: wood logs, stone chunks, and food/apples. When collected within about 7–9 units via center raycast or click, remove the object, play a short synthesized sound, and add resources to inventory: food gives 1, stone gives 2, and wood gives 3. Respawn collected resources after roughly 45–57 seconds at a nearby position. The player inventory has 20 slots, stacks matching item types, supports drag-and-drop slot swapping, clicking items to use them, and a drop button that drops the first available item into the world. Food/apple restores up to 25 health and 30 hunger. An axe or pickaxe can be equipped. Using a crafted boat temporarily raises movement speed from 7.5 to 14 for 25 seconds.

Display a compact HUD across the top with dark translucent stat panels: red heart health bar/value, orange hunger bar/value, blue thirst bar/value, plus “День 1” and a digital time initially “12:00”. Initialize health, hunger, and thirst at 100. Advance game time continuously, with roughly one real minute equaling one in-game hour; roll from 24:00 to the next day. Hunger and thirst slowly drain during movement/update, and when either is below 25, health slowly decreases but is clamped to a minimum while unconscious. If health reaches zero, reset health to 30 and respawn the player near the center with a toast “Вы потеряли сознание...”. The game is a survival sandbox/prototype centered on reaching/lasting through the numbered days; retain the visible day counter and do not add an unrelated score system.

Add bottom-center dark blue translucent action buttons with bright cyan borders: “🎒 Инвентарь”, “🔨 Крафт”, “🏗️ Строить”, and “🛒 Торговец”. Inventory, craft, build, and shop should open centered dark translucent modal panels with cyan borders and close buttons. The inventory modal shows a 5-column grid of 20 dark slots, item type text and stack counts, equipped-item highlighting, drag/drop behavior, and the instruction that items can be dragged or clicked. The craft modal lists clickable recipes with name, resource costs, and descriptions. Implement these recipes and costs: axe (10 wood, 5 stone), pickaxe (8 wood, 8 stone), workbench (20 wood, 10 stone), boat (40 wood, 20 metal), large chest (30 wood, 10 metal), campfire (15 wood, 5 stone), furnace (25 stone, 10 metal), wall (8 wood, 3 stone), floor (6 wood, 2 stone), and tower (35 wood, 15 stone). Disable recipes when resources are insufficient, except in Sandbox mode where crafting and building ignore costs. Crafted objects go into inventory.

Building mode should present a list of selectable buildables: wall, floor, chest, campfire, workbench, furnace, boat, and tower, with simple emoji icons. After selecting one, show a translucent ghost preview projected from the camera onto the water/building surface, snapped to a coarse grid; click or Space places it. Create low-poly placed objects: brown/gray walls, wooden floors, dark campfires with an orange cone flame, barrel-like chests, boats, and blocky workbench/furnace/tower forms. Charge the corresponding recipe costs in normal mode, add the placed object to the building list, and show a toast such as “Построен ...”. In Sandbox, start with a sample workbench near the center and allow free construction.

Implement periodic world events. In normal mode, pirates appear as approaching low-poly boats, with at most three active; they spawn on a distant diagonal around the player, pursue the player across the water, turn toward them, and attack within 6 units every ~1.2 seconds for damage scaling slightly with day. Show the warning toast “⚠️ ПИРАТЫ НАСТУПАЮТ!” and play an ominous synthesized sound. Pirate health starts around 55 plus 4 per day; retain the simple death/drop behavior if damaged by the game implementation, awarding metal and wood. Every second day a green merchant boat can appear nearby, show “🛒 Торговец прибыл! Подойдите ближе”, and opening the shop when within 14 units displays buy/sell rows: food x5, metal x4, and an axe can be bought using metal, while wood x10 and stone x8 are sellable for metal. Close the shop after the visit. Normal mode schedules an initial pirate after about 38 seconds and merchant after about 52 seconds, plus later occasional events; Sandbox is mostly free but may spawn a much later pirate.

Include lightweight multiplayer presentation: display a player count and generated room id in the HUD while running, using BroadcastChannel('100daysatsea') to exchange player position/rotation/health between browser tabs, and render other players as simple blue low-poly humanoids. Also create one or two fake/demo players after a few seconds that wander slightly. This is a local/demo multiplayer illusion, not a server-backed network. Add occasional short synthesized effects for collection, eating, crafting, building, and attacks, plus a quiet ocean noise ambience after gameplay begins. Use browser localStorage autosave roughly every 28 seconds and restore inventory, stats, day/time, player position, and placed building records when loading. Show a toast hint shortly after starting: “WASD — движение • E — собрать”. Preserve the clean stylized low-poly aesthetic, dark blue/cyan UI language, animated ocean, readable status bars, modal menus, and responsive mobile layout visible in the reference.

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