Skip to content

Arcade › Abyss Signal

Abyss Signal

  • 3d
  • first-person
  • underwater
  • survival
  • exploration
  • crafting
  • sci-fi
0
Remix it Discord

7 plays

How to play

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

Discussion

Nobody has said anything about Abyss Signal yet. Play it, then tell awoodbury what you would add next.

Make your own game

Abyss Signal was built by awoodbury 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 Abyss Signal 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 Abyss Signal

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 browser-based first-person 3D underwater survival exploration game titled “Abyss Signal.” Use Three.js or an equivalent 3D engine, with a dark teal alien-ocean setting, volumetric-looking exponential underwater fog, a rolling uneven seafloor far below, a translucent bright water-surface plane above, directional and hemisphere lighting, shadows, and hundreds of small bubbles rising through the water. The visual style is clean low-poly asset-pack sci-fi: cyan/teal HUD and interaction elements, alien glowing crystal/coral formations, wrecked watercraft, a small life pod, an escape buoy/beacon, alien relic structures, animated crab-like reef creatures, and large floating abyss-ray/monster creatures. Keep the camera in first person, with a circular crosshair at screen center and pointer-lock mouse look. The player begins near the Life Pod at approximately 6m depth, coordinates around (0,-6,10), looking into the ocean. The world should extend to roughly 100m in horizontal directions and 58m below the surface, with these marked locations: Life Pod at the starting area (oxygen refill zone), Shallow Wreck around (18,-17,-26), Alien Arch around (-38,-31,-54), and Escape Beacon around (6,-46,-82). Put floating world labels/markers above these points: Life Pod, Shallow Wreck, Alien Arch, and Escape Beacon.

Implement free swimming relative to camera facing: WASD moves horizontally, Space ascends, Ctrl descends, mouse looks around, Shift boosts swim speed, E interacts with the nearest object within roughly 5m, and Tab opens/closes an Inventory/Crafting overlay. Clamp the player vertically between about -58m and -2.2m and horizontally within about 98m. The normal movement speed is about 7 and becomes about 10 with a rebreather, with Shift multiplying speed by 1.35. Start with oxygen, health, hunger, and thirst at 100; oxygen max is 100 and safe depth is 26m. Oxygen drains while away from the Life Pod or surface, with faster depletion below the safe depth; being near the pod or above the surface refills it. Hunger and thirst slowly drain. Exceeding safe depth damages health until the rebreather is crafted, oxygen depletion damages health when empty, and zero health ends the dive. Show a failure modal when the player dies from oxygen/vital failure, with a Restart Dive button.

Build the HUD exactly around these mechanics: top-left four horizontal bars labeled OXYGEN, HEALTH, HUNGER, and THIRST with numeric values; bars use cyan/aqua fills and turn warning red/yellow at low levels. Top-right is a translucent rounded mission panel displaying current depth in meters, safe depth limit, bullet objectives, and a marker list. Center screen has a small glowing circular crosshair and, when close enough, a rounded prompt such as “E: Collect Copper,” “E: Scan Reef Crab,” or “E: Use Escape Beacon.” Bottom-center shows temporary rounded toast notifications for tutorial and progress messages. The opening screen is a full-screen dark blue/teal radial-gradient overlay with a large uppercase spaced title “ABYSS SIGNAL,” descriptive text about exploring an alien ocean, gathering materials, scanning sea life, crafting tools, and repairing the escape beacon, the controls line, and a cyan pill-shaped “Dive In” button. Clicking it hides the overlay and requests pointer lock.

Populate the ocean with collectable low-poly crystal/coral resource nodes at various depths: Copper, Quartz, Gel, Fiber, and exactly three Beacon Parts. Place copper around the shallow region and wreck, quartz near the wreck, fiber in intermediate areas, gel around the deep alien arch, and beacon parts near the wreck/arch/beacon. Pressing E near a resource adds it to inventory, removes its visible node, and displays a collection toast. Include animated Reef Crab creatures in shallower areas and Abyss Ray creatures in deeper areas, moving in circular/oscillating paths. E scans creatures only after the Scanner is crafted; scanning plays a scan sound and records Reef Crab or Abyss Ray. An Abyss Ray damages the player when very close, with a toast warning to scan from a safe distance.

Implement the progression exactly: initially tell the player to find the shallow wreck and collect copper plus quartz. The Tab inventory overlay shows Copper, Quartz, Gel, Fiber, Beacon Parts/3, and three recipe cards with descriptions and costs. Craft Scanner for 1 Copper + 1 Quartz; it permits scanning creatures, the wreck databox, and alien tech. At the Shallow Wreck, E scans the databox only with the Scanner, marks the wreck objective complete, and grants 1 Copper salvage while showing that the repair-tool blueprint was recovered. Craft Rebreather for 2 Fiber + 1 Gel; it raises max oxygen to 200, immediately fills oxygen to 200, raises safe depth to 60m, and increases swim speed. Craft Repair Tool for 2 Copper + 1 Quartz + 1 Gel; it is used to repair the escape beacon. The recipe cards must disable crafting when resources are insufficient and show Crafted after completion.

At the deep Alien Arch, E works only if both Scanner and Rebreather exist; then mark the alien objective complete and grant 1 Gel, with a toast saying the activation code was recovered. At the Escape Beacon, E works only if the Repair Tool exists, the alien activation code has been recovered, and all 3 Beacon Parts have been collected. If requirements are missing, show specific toasts for the missing tool, code, or number of parts. Once all requirements are satisfied, mark the beacon active and show a win modal titled “Beacon Activated” with text that the repaired beacon signal reaches through the water and rescue is inbound, plus a Restart Dive button. Use simple collect and scan sound effects if available. Include smooth animated bubbles, animated creatures, and update the HUD continuously with current depth and objective progression. Do not add unrelated weapons, combat systems, quests, food/water items, or features not described here.

More free browser games

Browse the whole Arcade →