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6 Feet Under

  • 3d
  • first-person
  • survival-horror
  • zombies
  • shooter
  • arcade
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about 6 Feet Under yet. Play it, then tell the creator what you would add next.

Make your own game

6 Feet Under was built 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 6 Feet Under 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 6 Feet Under

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.

Create a tense first-person 3D survival-horror game titled “6 Feet Under.” Use a dark, minimalist presentation: black screen/UI backgrounds, subdued gray geometry, limited warm directional lighting, shadows, and fog. The player is an invisible first-person character whose camera sits at approximately eye height inside a small square bathroom, about 6 by 6 units. The room has a dark gray floor, three solid gray walls, a front wall with a central doorway, a dark breakable door filling that doorway, and a dark ceiling. Place a bathroom cabinet against the back-left area of the room and place a visible pistol pickup near it. Outside the front door, position animated humanoid zombies that walk toward the player; use additional zombies arriving over time. The game begins with a full-screen black start/lore screen showing the large white title “6 FEET UNDER,” short centered story text about a disastrous life, a silent city, seeing something that used to be human, running into the bathroom, and needing to find the gun and survive, plus a prominent red start button (the visible presentation may label this as watching the lore or locking the door). Starting the game hides this overlay and enters pointer-locked FPS play.

Core controls: WASD movement with mouse look in pointer-lock FPS mode; clicking first captures the mouse and subsequent clicks shoot; Space also shoots once the pistol is equipped; press E near the pistol to pick it up. Keep the player constrained within the bathroom bounds and do not allow jumping. The HUD is always visible in a small monospace style: top-left black translucent panel reading HEALTH: 100, KILLS: 0, and TIME: 00:00; bottom-right panel reading GUN: -- until pickup, then showing the remaining ammunition; and a small white circular crosshair at screen center. The pistol starts with 12 rounds. When equipped, remove the world pickup and show a small pistol model in the lower-right/center foreground as the player’s weapon. Shooting has a short cooldown, consumes one round, produces a brief yellow muzzle flash, and raycasts from the camera center. A zombie takes three successful hits to kill; killing one removes it and increments KILLS. Zombies continuously pursue the player, play a walking animation, face the player, and damage health continuously when close. The initial zombies wait just beyond the doorway, with more spawning after roughly 9 seconds, another after roughly 18 seconds, and additional threats when the door breaks. The door visually collapses/scales down after about 22 seconds or immediately when the player advances close to the front of the bathroom, allowing the threat to enter. There is no win state: the goal implied by the presentation is to find the pistol, shoot zombies, and survive as long as possible. If health reaches zero, stop the game and show a dark overlay reading “YOU DIED,” display survival time and kill count, and provide a red “TRY AGAIN” button that resets the game. Keep the overall art style sparse, oppressive, low-light, and realistic enough for a compact Three.js-style horror prototype, with the main visual focus on the claustrophobic bathroom, the doorway, approaching zombies, weapon pickup, and stark HUD.

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