Skip to content

Arcade › Ashvault

Ashvault

  • 3d
  • twin-stick
  • roguelite
  • action
  • dungeon
  • mobile
  • dark-fantasy
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Flawl3ss Gg built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ashvault yet. Play it, then tell Flawl3ss Gg what you would add next.

Make your own game

Ashvault was built by Flawl3ss Gg 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 Ashvault 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 Ashvault

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 landscape-only mobile-friendly 3D twin-stick action roguelite titled ASHVAULT (Russian UI title: «Пепельный Склеп»). Build it as a Three.js-style browser game with a fullscreen canvas, no portrait gameplay: when the device is portrait, pause/simply cover the game with a dark «Поверни телефон» rotate gate. Use a fixed top-down/isometric perspective: a PerspectiveCamera around 42° FOV positioned high above and behind the player (roughly x=0, y=14.5, z=9.5), following the player smoothly while looking slightly above ground level. The playable spaces are enclosed rectangular dungeon rooms, not an open field. Use warm torch lighting, dark brown stone, black fog, cool ambient shadows, orange firelight, ACES-like cinematic tone mapping, and a subdued dark-fantasy atmosphere. Use KayKit dungeon-style 3D assets: tiled stone floors, walls, doorway pieces, columns, stairs, chests, torches, banners, barrels/crates, and low-poly adventurer/skeleton/monster GLBs. Do not use horror jump scares or cartoon UI.

Core loop: boot/loading screen («Пепел оседает…» with progress), title screen with ASHVAULT / «Пепельный Склеп» and «ВРАТА», then a 3D hub. The hub is a small tiled stone area with stairs, three class display characters (knight, rogue, mage) and lit torches. The hub shows persistent Bone Ash («Пепел») and lets the player unlock/select classes and purchase permanent upgrades, then press «СПУСК» to begin a seeded run. Save persistent progression in localStorage: ash, unlocked rogue/mage, upgrades, mute flag, statistics, and whether floor 1 was cleared. Rogue costs 40 ash and mage costs 80 ash. Permanent upgrades include extra health, damage, starting gold, and rest healing (shown as buttons such as «Жизнь I», «Сталь I», «Омен I», «Жизнь II»).

Run structure: on each descent generate a seeded floor graph using deterministic random generation. The floor-one slice contains about eight connected rooms with a start, combat rooms, at least one elite room, a shrine/blessing room, a shop, a rest/campfire room, and a boss room. Each room is a readable rectangular arena made from floor tiles and walls with doors. Doors remain locked while enemies are alive; after all enemies die, doors unlock and a chest/exit glow can appear. Move between rooms by walking into the unlocked doorway. Include a compact minimap at the upper-left showing room progression/current room, cleared rooms, unknown rooms, and a red boss room.

Player controls must be true independent twin-stick controls: left virtual stick controls movement and right virtual stick controls aim and continuous fire. Add a large «ДАШ» dash button near the lower-right; dash follows movement direction (or current facing if stationary), consumes a charge, has a cooldown/recharge, grants brief invulnerability, and produces a quick orange/ash effect. Also support keyboard WASD movement, mouse raycast aiming over the ground plane, left mouse fire, Space dash, Escape/ P pause, and Enter to proceed from title. The HUD overlay must not block canvas/stick interactions except for explicit controls. Put the movement stick bottom-left and aim stick bottom-right, each translucent circular pad with a central knob. Put pause top-right. The game is designed for a horizontal phone at 16:9, with safe-area margins.

Classes and combat: selectable Knight («Клинок Клятвы»), Rogue («Пепельная Тень»), and Mage («Урна-Посох»). Knight has about 140 HP, moderate 5.2 movement speed, and fires a 3-projectile spread of short-lived bolts; he gains an extra pellet below half health. Rogue has about 90 HP, speed 6.4, rapid single bolts, longer dash, and benefits from movement/side-dash critical chance. Mage has about 80 HP, speed 5.0, and launches slow blue orbs that detonate in an area and leave a short-lived damaging ground zone. Aim independently from movement; there is no auto-aim or lock-on. Fire automatically while the aim stick is held, with class-specific projectile speed, cooldown, damage, spread, lifetime, radius, knockback, and explosion radius. Implement continuous collision detection for projectiles against walls and circular actors, with a maximum of roughly 40 projectiles and 12 enemies on screen. Projectiles can expire, hit walls, damage enemies, pierce when modified, or explode for area damage. Display floating damage numbers, larger gold numbers for critical hits, hit sparks, hitstop, camera shake, and colored explosion/disk effects.

Player health is shown in the upper-left as a red horizontal bar with numeric HP/max HP. The rest of the top bar shows floor «I», current gold, relic count, and a pause button. Contact damage ticks no more often than about every 0.55 seconds. Enemy attacks have clear red/orange telegraph disks or windups; attacks over 18 damage show a readable warning for at least roughly 0.35 seconds. Dash invulnerability must allow the player to evade attacks. On death at HP <= 0, stop the run and show a respectful recap: «Клятва не сгорела», rooms cleared, relics collected, gold lost, and ash gained. All earned Bone Ash persists to the hub; run gold/relics are lost.

Enemies for the floor-one slice include: small skeleton minions that chase and deal contact damage; armored skeleton warriors that move slowly and perform telegraphed slam attacks; skeleton rogues that circle/skirmish and dash; skeleton mages that keep distance and fire telegraphed projectiles; phasing ghosts; ranged ghost skulls with a telegraphed cone attack; blobs that split into two small skeletons on death; an elite Big Orc with more HP and a larger slam; and the boss Big Demon / «Пепельный Страж». Enemies should use distinct low-poly models, simple idle/walk/attack/hurt/die animations, collision separation, knockback, and red/orange projectile effects. Ranged enemies keep distance and orbit, melee enemies chase, and elite/boss enemies telegraph attacks before executing them.

The floor-one boss is a large scaled Big Demon with roughly 720 HP, a visible boss bar beneath the top bar labeled «Пепельный Страж», contact/slam damage, and orange/red orb attacks. Below half health it enters a stronger phase that fires an eight-direction radial ring of orbs and creates a large telegraphed ring/area attack. Defeating it gives boss ash and opens a blessing selection, then marks floor one cleared and shows the victory recap («Страж пал») before returning to the hub.

Room events and progression: shrine/elite and boss rewards open a modal «Дар склепа» / «Возьми один дар» with exactly three relic cards; selecting one immediately applies it and resumes the run. Include the implemented relic pool and visible descriptions: Ember Shard +12% damage, Bone Plate +18 HP, Ash Wind +12% movement speed, Quick Fuse -10% weapon cooldown, Serrated +8% critical chance, Leech Dust heals 8% of damage, Twin Spark +1 projectile (and extra mage radius), Dash Cinder leaves a burning patch, Iron Oath reduces incoming damage, Blood Tempo briefly increases attack speed after a kill, Long Bone increases projectile range, Split Ash can spawn a mini-orb on kill, Phantom Step adds a dash charge, Glass Heart increases damage but reduces HP, Urn Loop causes every eighth hit to explode, and Warden Eye lets projectiles pierce two targets. Use rarity card borders/colors: common pale, rare blue, epic purple, legendary orange.

The shop is a modal room UI with «Торговец», current gold, a flask healing 40 HP, and two random relic offers with prices based on rarity; purchased items gray out and cannot be purchased twice. Rest rooms automatically heal about 30% max HP (plus the permanent rest bonus) once and show a brief «Костёр» toast. Show brief centered toasts for tutorial, room clear, healing, and relic acquisition. First-run tutorial toast says «Левый стик — ход. Правый — прицел и огонь. Даш — кнопка.»

Use no shadow maps or expensive postprocessing; cap point torch lights around six, use instanced/cloned assets, and limit pixel ratio on weaker hardware. Add subtle looping dark ambient music and simple interface/hit/dash/door/crit/death sounds, with a mute toggle in pause and persistence of mute state. Use warm torch point lights, fog, orange/blue player effects and red enemy effects. Include pause overlay with «Пауза», «Продолжить», «Звук», and «Покинуть». Expose a game-state function equivalent to window.getGameState() returning screen, selected class, HP/max HP, gold, ash, floor, room, player position/velocity, enemy count, paused state, and run seed. Ensure movement input visibly changes player position, the game has a complete playable route to the boss, death persists ash, class unlocks work, blessings affect stats, and there are no black-screen/loading exceptions.

More free browser games

Browse the whole Arcade →