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Ashfall Expanse

  • 3d
  • survival
  • local-coop
  • sci-fi
  • exploration
  • arcade
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. abraham.fister built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ashfall Expanse yet. Play it, then tell abraham.fister what you would add next.

Make your own game

Ashfall Expanse was built by abraham.fister 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 Ashfall Expanse 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 Ashfall Expanse

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 survival game titled “Ashfall Expanse,” presented in a dark dystopian sci-fi wasteland. Use a third-person elevated perspective with a smooth dynamic camera looking down from behind/above the survivors; when local co-op players separate, smoothly raise and pull back the camera to keep both in frame. Build the world as a large bounded circular wasteland with procedural-style uneven terrain: a broad dark gray plane deformed with basin, dune, fracture, and crater height variations, surrounded by a dark outer perimeter. Add exponential atmospheric fog, a gradient sky dome, floating dust particles, dramatic directional sunlight, ambient hemisphere lighting, and a glowing cyan tower beacon whose lighting changes across a slow day/night cycle (Dawn, Day, Dusk, Night). The art style should be low-poly, industrial, moody, and readable, with charcoal terrain, gray rocks, rust-colored metal, cyan energy, and red danger lights.

The core loop is: explore the wasteland, find and scavenge glowing relay cores near collapsed ruins, avoid or disrupt roaming patrol drones, and return to the central signal tower. Scatter approximately 28 irregular collapsed structures made from random gray rock and rust-metal box chunks across the map, about 12 floating/haloed relay cores, 100 low-poly rocks, and 10 hovering drones. The central tower is a chunky hexagonal metal base with four vertical pillars, a rotating/floating cyan octahedral core, a glowing horizontal ring, and a beacon light. Each relay core should have a small metal cylindrical shell, bright cyan crystal, and pulsing ground halo; collecting one removes it from the world, increases shared tower charge by 1, and restores 14 hunger. The objective is to collect 8 cores and then interact with the tower to win and display “Signal restored” / “Beacon Online.”

Support local couch co-op on desktop, with two survivors sharing the world and tower progress. Player 1 is “Unit 7,” a pale gray/white suited capsule-like survivor with a blue-accent backpack and cyan visor, spawning left of the tower. Player 2 is “Shade,” a darker gray suited survivor with magenta accent/backpack and pink visor, spawning right of the tower. Player 1 moves with WASD or arrow keys, interacts with E, and fires a pulse with Space. Player 2 moves with IJKL, interacts with O, and fires a pulse with P. On coarse-pointer mobile devices, run single-player only: use a large translucent virtual joystick at lower left, plus “USE” and “PULSE” buttons at lower right; hide the second player card. Survivors move over the terrain, face their movement direction, and have health and hunger. Hunger starts at 100, drains continuously over time, slows movement below 20, and damages health when empty. Drones detect and chase the nearest living survivor within about 24 world units, otherwise roam with drifting motion; they hover above terrain, have a red glowing spherical body, red ring, small bright eye, and three health points. On contact they attack roughly once per second for 8 damage. A pulse has a cooldown of about 2.8 seconds, creates an expanding translucent cyan ring on the ground, affects drones within about 10.5 units, removes one health point, and knocks them backward; drones with zero health respawn at a random distant wasteland location.

Interaction should be proximity based. Near a relay core, Use/E/O collects the nearest one. Near the tower, interaction first restores the signal if 8 cores are charged; otherwise it can revive a downed teammate by spending 1 core, restoring them at 60 health and at least 35 hunger near the tower. If nobody needs reviving and a living survivor is hurt, tower interaction can spend 1 core to restore 28 health. If hunger is below 95, it can instead increase hunger by 12. Otherwise show that the beacon hums and more cores are needed. A survivor reaching zero health becomes downed, lies tilted on the ground, and stops moving. If one remains alive, show a hold-the-line objective; the living partner can revive the downed teammate at the tower by spending a core. If both are down, pause and show a failure state, “Both Survivors Down,” with a restart option. Keep survivors inside the circular world; at the outer edge push them back, and beyond the boundary apply radiation damage and display a warning about the radiation storm.

Create a polished HUD overlay using translucent dark glass panels with thin white borders and blur. At top left show “Survivors,” the current status (“Nomad Pair,” “Nomad Unit 7,” “Rations Critical,” “One Survivor Left,” “Beacon Online,” or “Both Survivors Down”), the current phase and survival time, and health/hunger bars for each survivor. Use orange-red health bars and gold hunger bars. Show a “Signal Tower” card with a cyan progress bar and text such as “0 / 8 cores.” At top right show an objective card with changing goals including “Scavenge the wasteland,” “Return to tower,” “Hold the line,” and “Signal restored.” Display temporary centered-bottom message panels for discoveries, drone contact, hunger warnings, pulse results, revives, and tower actions. Start with a full-screen centered glass intro panel titled “ASHFALL EXPANSE,” describing it as a browser-playable survival slice and explaining desktop controls, mobile controls, local co-op, and the goal to grab 8 relay cores and return to the tower. Include a large “ENTER THE WASTELAND” button. Escape pauses/resumes the run and shows the same overlay with “Resume run.” Use smooth animations for rotating tower/core crystals and rings, pulsing halos, expanding pulse effects, floating dust, drone hover, lighting transitions, and camera follow. Include a restart button after failure. Do not add online multiplayer, inventory, ammo, crafting, weapons, shelters, NPCs, or story systems; the implemented game is specifically this focused local co-op survival slice.

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