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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Yiğit Oğuz built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about ASHES yet. Play it, then tell Yiğit Oğuz what you would add next.
ASHES was built by Yiğit Oğuz 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 ASHES 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.
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-playable 3D third-person action-adventure game titled “ASHES — THE OATH OF ASHES.” Use Three.js-style real-time rendering with a dark, somber medieval-fantasy atmosphere: near-black blue-gray sky/background and fog, warm muted sunlight, cool rim light, strong soft shadows, and desaturated materials in charcoal ash, brown wood, reddish brick, gray stone, and dull metal. The camera is an over-the-shoulder/third-person perspective that follows the player smoothly, can orbit by dragging the mouse, and can pitch moderately up and down. Keep the world grounded and low-poly, with simple block-built architecture and animated humanoid character models. The player is a knight named Aldric, starting at the southern end of a long black ash road around z=-34. The main environment is an abandoned settlement leading north into a sealed fortress. Build a large flat ashen ground plane, a narrow dark road with repeated pale stone strips, ruined houses and roofs, dead trees, scattered rocks, a well, wooden practice posts, and guard posts. At the fortress, create tall reddish-brick outer walls on both sides and across the north, corner towers with dark wooden roofs, a central stone gatehouse and wooden gate, a stone great hall with a wooden roof, and a monastery structure. Beyond it, create an underground-crypt/sanctuary area represented by a broad dark floor, rows of stone pillars, a stone sanctuary, a metal altar, and a small glowing red-orange flame. The playable bounds should feel like a contained route through this settlement, with simple collision boundaries around the gatehouse, hall, and monastery. Core objective progression: begin with the quest text “Follow the Ashen Road to the sealed fortress.” The player must travel north, enter the fortress, and interact with Sister Maelin, a cleric NPC near the road/fortress, or inspect the abandoned well to obtain an iron key. Dialogue should explain that the commander sealed the sanctuary beneath the monastery and that the key was hidden beside the abandoned well. Update the quest to “Use the iron key to descend into the crypt.” When the player interacts near the crypt entrance around the monastery, deny access without the key with a locked-gate message; with the key, unlock the route and update the quest to “Defeat the Fallen Commander.” When the player advances into the sanctuary, set the quest to “Defeat the Fallen Commander.” Populate the settlement with two hostile corrupted knights/warriors, one around the courtyard at approximately (-7,-4) and another near (8,-1). Spawn a stronger Fallen Commander boss at the sanctuary around (0,38). Hostile enemies should notice and pursue the player within roughly 10 world units, turn toward the player, approach until close, and perform sword attacks on a cooldown. Normal enemies have 35 health; the commander has 100 health. Give the commander a second phase when below half health: enlarge him slightly, increase his attack damage, and change the quest to “Survive the commander’s second phase.” Show a dedicated boss health bar labeled “THE FALLEN COMMANDER” while the boss is alive. Implement responsive melee combat. WASD moves relative to the camera orientation; normal walking is about 3.8 units/second and holding Shift runs at about 6.2 units/second while consuming stamina. Space performs a forward dodge of about 1.8 units and consumes stamina. J performs a light sword slash costing 12 stamina, with a short cooldown; K performs a heavier attack costing 28 stamina, with a longer cooldown. Attacks hit nearby enemies only if they are within roughly 3.2 units (slightly farther for heavy attacks) and generally in front of the player. Light attacks deal 16 damage and heavy attacks deal 28 damage. Stagger hit enemies briefly and play attack, hit-reaction, death, walk, run, and idle animations. Defeating ordinary enemies increases a score by 100. Q locks onto the nearest living enemy and changes the camera/facing toward it; Q again releases the lock. L holds a block/parry stance: incoming attacks consume stamina and can negate damage, with an occasional “Parry” dialogue notice. H uses an ash flask, costing 25 stamina and restoring 30 vitality, with a cooldown. Stamina regenerates gradually when not being spent. Enemy damage should reduce vitality, with brief invulnerability after being hit. On defeating the Fallen Commander, win the game and display a centered dark panel with the title “VAREHOLM REMEMBERS” and text explaining: “The sanctuary is silent. The ashes were never a curse — they were a warning. Press R to replay.” Also show Aldric dialogue with the same revelation and set the quest to “The oath is broken. Vareholm remembers.” If vitality reaches zero, show a defeat panel reading “DEFEAT” and “Press R to return to the checkpoint.” Press R after victory or defeat to restart/reset health, stamina, enemies, boss, key, and quest at the current checkpoint. Esc pauses the game with a centered “PAUSED” panel and “Press Esc to resume.” Create a fixed HUD styled like an austere old manuscript/game interface: top-left translucent near-black panel with a thin muted-gold border, large spaced gold “ASHES,” small subtitle “THE OATH OF ASHES,” and the current quest beneath. Top-right show labeled horizontal bars for VITALITY (red), STAMINA (gold), and conditionally the purple/dark-red boss bar. Place a bottom-center translucent hint panel reading “WASD move · Shift run · Space dodge · J light · K heavy · L block/parry · H heal · Q lock-on · E interact · Esc pause.” Use serif typography, subdued cream/gold text, and minimal ornate styling. Interactions should open a bottom dialogue panel with speaker name in gold, narrative line, and a Close button. For mobile widths, show translucent circular touch controls for movement, attack, dodge, block, heal, and Talk/interact. Mouse dragging should orbit the camera. Ensure the overall result is a playable, atmospheric third-person medieval action game with the visible route from ash road to fortress, NPC/key investigation, crypt descent, enemy combat, and commander boss encounter exactly driving the quest progression.