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Ashen Veil

  • 3d
  • action-rpg
  • mmorpg-style
  • voxel
  • fantasy
  • open-world
  • class-based
  • crafting
0
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How to play

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

Discussion

Nobody has said anything about Ashen Veil yet. Play it, then tell william what you would add next.

Make your own game

Ashen Veil was built by william 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 Ashen Veil 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 Ashen Veil

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 playable single-player 3D MMORPG-style action RPG prototype titled “Ashen Veil,” set in a dark, foggy voxel/pixel-inspired fantasy world called The Survivor’s Grimoire. Use a hybrid third-person camera with a slight top-down angle: the blocky player character is followed smoothly from behind and above, with the camera looking toward the character’s upper body. The world should have a deep navy background, soft exponential fog, stylized shadows, flat-shaded chunky geometry, a large gridded green-gray ground plane, and readable colorful silhouettes. Build the game as a solo prototype that simulates an MMO hub rather than real multiplayer.

At startup, show a prominent codex-like class-selection overlay titled “Choose Your Class.” Explain that the playable core slice is ready and the player must pick one of the Ten to enter the overworld. Present ten selectable class cards with names, roles, profession, strengths, weaknesses, and weapon families: Drew Mikaria (Leader & Craftsman; Crafting/Forging; melee bruiser using knuckles, gauntlets, greatswords, and clubs; massive melee power and best crafting luck; cannot wear armor and has no true ranged kit), Elara Voss (Archer; Hunting; bows/crossbows; extreme range and piercing wind arrows; fragile in melee), Kael Thorn (Scout; Scouting; bows/crossbows/daggers/darts; stealth and fast executions; low endurance), Lirael Voss (Healer; Brewing/Medicine; staves/daggers; healing and cleansing; heavy healing drains vitality), Rennick Garr (Trapper; Woodcutting/Harvesting; polearms/nets/traps; terrain control; needs setup time), Soren Vale (Scholar; Research/Deciphering; staves/slings/books; weakness reading; physically frail), Mariana Ruhna (Runner; Mobility/Delivery; shortswords/daggers/throwing knives; fast flanker; low raw power), Brom Stone (Smith-Apprentice; Smithing; hammers/axes; repairs and crushing blows; less flexible), Mira Kane (Watcher; Tracking; crossbows/throwing weapons; threat detection and weak-point hits; limited brawling), and Jorrin Hale (Forager; Brewing/Cooking; cleavers/knives/thrown potions; buffs, toxins, and sustain; ingredient-dependent). The selection screen should use dark translucent RPG panels, blue-gray borders, bright white text, and cyan/gold accents similar to an old game codex.

After class selection, start a roughly ten-second skippable intro cutscene named “The Fourfold Fall.” Display these lines in sequence: “Four plagues broke the old world.” then “The Ten survived — each carrying a spark of power.” then “[chosen class] enters Iron Veil to hunt, craft, and endure.” During the cutscene, orbit/swing the camera inward around the player. Allow Space, Enter, or a tap/click to skip. Then place the player in Iron Veil Outpost, a large explorable overworld slice.

The player is a chunky low-poly voxel humanoid made from rectangular body, head, arms, legs, and a simple held weapon. Give the player 100 HP and 100 stamina initially, with visible walking and running limb animation, facing the movement direction. Movement is WASD relative to the camera; normal speed is about 6, crouch speed about 3.1 while holding E, and sprint speed about 10 while holding Shift, draining stamina. Space jumps with physics and gravity. Q performs a short forward dash that costs stamina. Use Z, X, C, and V for four normal abilities; F for a fusion ability; B for the ultimate; R to interact; Tab to open the codex; and Escape to toggle pause. For touch devices, provide a left virtual movement joystick, a right virtual camera/orbit pad, and large buttons for Z/X/C/V/F/B/Q/E/Jump/Sprint. Keep the layout usable on small portrait-ish screens while favoring landscape play.

Each class equips four named normal abilities and one ultimate in the HUD. Use these exact ability sets: Drew Mikaria — Rend Fist, Bone Breaker, Relic Rush, Iron Hide; ultimate Titan’s Pulse. Elara — Gale Shot, Piercing Draft, Skyline Volley, Wind Veil; Tempest Dominion. Kael — Shadow Step, Marked Quarry, Night Dart, Fade Cut; Umbral Dominion. Lirael — Bloom Mend, Root Ward, Purity Lance, Grace Step; Eternal Bloom. Rennick — Snare Stake, Crystal Tangle, Spike Ring, Hunter Brace; Thorn Sovereign. Soren — Weakness Sigil, Echo Bolt, Loreshock, Mind Thread; Oracle’s Command. Mariana — Fleet Veil, Blink Slice, Rush Bloom, Knife Spiral; Echo Legion. Brom — Forge Spark, Anvil Drop, Tempered Arc, Brand Burst; Soulforge Maelstrom. Mira — Echo Ping, Heartseeker, Stillstep, Thread Snap; Fate Sight. Jorrin — Toss Flask, Spice Cut, Field Draft, Boil Bomb; Godsblood Feast. The shared fusion pool contains Twin Cataclysm, Windshadow Break, Bloomforge Array, Resonant Hunt, and Plagueglass Nova. Normal attacks have a short cooldown and hit nearby enemies; fusion and ultimate attacks have longer cooldowns, spawn many colored cube particles, deal larger area damage, and update the buff text.

Construct Iron Veil Outpost around a central raised octagonal plaza with a gold marker. Surround it with simple chunky blue-gray buildings. Place four interactive stations near town: an orange Forge, yellow Brew Kettle, blue Market, and purple Socket Altar. Press R near the nearest station: the Forge creates a generated weapon while consuming ore and hide; the Brew Kettle restores HP and stamina while consuming herbs; the Market grants a gem; the Socket Altar displays an empowered socketing message. Add about ten translucent, semi-transparent simulated player characters wandering and rotating around town, making the hub feel populated without networking.

Create a large 280-by-280 overworld with grid lines, stylized trees made from brown rectangular trunks and chunky green or crimson cube crowns, and four distant plague regions marked by large colored octagonal/circular ground zones and vertical markers. Red Mire lies southwest and uses Crimson Rot red enemies; Glass Fields lies southeast/northeast from town at positive X and negative Z and uses Aixom Scourge cyan/silver enemies; Null Fen lies northwest/south at negative X and positive Z and uses Voidblight purple/black enemies; Rootwild lies at positive X and positive Z and uses Thornveil green/gold enemies. Spawn eight simple blocky plague creatures in each region. Enemies should move toward the player when within roughly 18 units, animate their limbs, attack within roughly 2.4 units, damage HP and stamina, and respawn the player at town with full health if overwhelmed. Killing an enemy grants XP, randomly grants wood, ore, hide, fish, herbs, or gems, and occasionally drops a generated weapon. XP levels the player, increases max HP and stamina, restores them, and awards stat points.

At the far southern world-boss shrine around coordinates corresponding to (0, -74), create a large red arena/shrine. When the player approaches, summon the blocky oversized Rotfang Broodmother, with 720 HP, a boss state, a boss notification, and continuous close-range damage. Let the player defeat it with attacks; on victory, award substantial XP, eight gems, and a Legendary “Rotfang Greatsword” with four sockets, T9 tier, and “+30% plague damage” plus “Legendary: corrosive bleed” substats. Show colorful particles on boss death.

Scatter visible dungeon gates around the outer world: use about 22 colored torus portals arranged in a large ring. Interacting with one should show its dungeon name, plague type, recommended power, and boss, and track it in the objective text without requiring a separate dungeon interior. Track these exact dungeons: Vein Cathedral, Spore Hollow, Shard Reliquary, Mirror Drop, Null Archive, Shadow Well, Rootgrave, Bloom Furnace, Dragonbone Pass, Heartforge Descent, Crimson Warrens, Aixom Vault, Umbral Cistern, Thornwake Burrows, Wyrmglass Keep, Plaguewheel Mine, Rotwater Sink, Howling Spire, Blackglass Ruin, Veilbreaker Tomb, Iron Chapel, and Worldroot Maw. Their recommended power should begin at 20 and increase by 7 per entry; cycle plague types among Crimson Rot, Aixom Scourge, Voidblight, and Thornveil, and cycle boss labels among Dragon Lord, Plague Lord, Hybrid Elite, and World Boss Echo.

Provide a persistent HUD over the game view. At the upper left, show the ASHEN VEIL title, current zone, and three horizontal bars labeled HP, STA, and XP with numeric values and level/stat-point text. At the upper right, show the chosen class and role, the current objective, and the current buff/fusion message. At the bottom, show six ability panels labeled Z, X, C, V, F Fusion, and B Ultimate, replacing the ability names based on the chosen class. Use dark translucent panels, blue-gray outlines, white typography, a pixel-style display font for titles, and bright red, blue, and gold bar fills. Show short toast notifications for class entry, level-ups, loot, station interactions, dungeon gates, boss spawn, defeat, and revival.

Implement a Tab-opened “Survivor’s Codex” overlay with tabs for Skill Trees, Dungeons, Weapons, Crafting, and Lore, plus a Close button. The Skill Trees page should show Vitality stats (Health, Stamina, Guard, Regen, Momentum, Resist), Utility stats (Crafting, Woodcutting, Mining, Fishing, Smithing, Leatherworking, Brewing), the four equipped normals, ultimate, fusion pool, and a generated 40-node class tree. Generate class nodes in ten tiers with names assembled from fantasy prefixes/suffixes and descriptions tied to the selected weapon and profession. The Dungeons tab lists all 22 entries with plague, recommended power, and boss. The Weapons tab shows recent forged/dropped weapons and a sample procedural arsenal. The Crafting tab shows current wood/ore/hide/fish/herbs/gems, the four stations, rarity rules, and utility lines. The Lore tab explains the Four Great Plagues, the Ten, Iron Veil Outpost, and that simulated town players are future hooks for multiplayer.

Support a procedural weapon codex of exactly 500 generated entries. Build names from plague/fantasy parts such as Rotfang, Shardglass, Nullspine, Briarroot, Wolfforge, Tempest, Bloodcoil, Mirrorbone, Saltbrand, and Dreadvine combined with bases such as Blade, Bow, Crossbow, Hammer, Gauntlet, Knuckle, Staff, Book, Stinger, Whip, Cleaver, Dagger, Spear, and Mallet. Use these rarities in order: Common, Uncommon, Rare, Epic, Ultra Rare, Mega Rare, Legendary, Mythical, Godly, Transcendent. Give generated weapons T1–T10 tiers, rarity-scaled sockets up to six, and substats such as damage, speed, range, plague damage, crit, stamina, and craft luck. Include codex text explaining that Legendary+ gear can have special substats and legendary gems multiply substats instead of adding them. Make this a polished playable solo core slice: the full online MMO backend, persistence, matchmaking, party systems, and fully built dungeon interiors are not present, so do not imply real multiplayer or completed dungeon runs.

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