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Arcade › Ashwild
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Nobody has said anything about Ashwild yet. Play it, then tell Timothy what you would add next.
Ashwild was built by Timothy 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 Ashwild 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 playable third-person 3D survival game titled “Ashwild.” Use a low-poly/primitive-art style rendered in Three.js or an equivalent 3D engine. The player is a simple stylized humanoid viewed from behind at a smoothly following over-the-shoulder camera: blue capsule-like torso, peach spherical head with dark hair, dark legs, blue arms, and a visible small stone axe in one hand only after it is crafted. The camera starts about 8.5 units behind and above the character, can orbit around the player by dragging on the 3D world, and has a centered crosshair on desktop. Keep the world readable and uncluttered with soft shadows, atmospheric fog, and a dynamic color/light transition from blue dawn/day to warm dusk and dark cool night. Build a large circular open forest map approximately 220 units across, with a green ground disc, a lighter green ring/path around the starting area, and scattered tufts of grass. Populate it procedurally with approximately 42 stylized evergreen trees (brown cylindrical trunks with stacked green cone foliage), 28 gray faceted rock clusters, and 22 green berry bushes dotted with small dark magenta berries. Do not add enemies or combat: the environment and cold night are the threats. The player starts at the center with full Health 100, Warmth 100, Hunger 100, zero wood and stone, and 2 berries. Include one lit campfire near the starting point at approximately (3, 0, 2), made from crossed logs, a dark ember bed, an orange cone-shaped flame, and a flickering orange point light. The core loop is to explore, approach resources, gather them, manage food and warmth, and prepare fires before night. A resource is interactable when within about 3.2 world units. Gathering a tree gives 1 wood normally, or 2 wood with the axe; each tree has 4 gather units. Gathering a rock gives 1 stone and each rock has 3 units. Gathering a berry bush gives 2 berries and each bush has 3 units. Depleted resources visibly shrink/scale down, disappear, and respawn after about 32 seconds. Add a short 0.5-second gathering cooldown. The nearest available resource should drive the contextual hint and enable the Gather / Interact button. Allow the player to craft a campfire for 5 wood + 3 stone. Place it at the player’s current position, disallow placement within 4.5 units of another fire, restore a little warmth immediately, and make it burn for 85 seconds. A lit fire warms the player within an 8-unit radius and visually flickers; after burning out it becomes invisible and no longer warms the player. Allow crafting a permanent stone axe for 3 wood + 2 stone; once crafted, show the axe on the player and make trees yield extra wood forever. Allow eating one berry at a time: consume 1 berry and restore 24 Hunger, capped at 100. Implement the survival simulation faithfully. Hunger decreases slowly at about 0.28 per second and drains an additional 0.16 per second while sprinting. Warmth decreases at about 0.24 per second in daytime and much faster as night approaches, up to roughly 1.06 per second in strong night conditions, unless the player is within a live fire’s radius; near a fire, warmth rises based on distance. If Warmth reaches zero, Health drains at roughly 4.6–6.8 per second depending on night strength. If Hunger reaches zero, Health drains at about 3.4 per second. When warmth is above 30 and hunger above 18, health slowly regenerates at about 1.8 per second. Clamp all meters to 0–100. On health reaching zero, stop gameplay and show a full-screen darkened game-over overlay saying “You froze out,” explanatory survival advice, and a “Restart Run” button. Restart should reset all stats, inventory, axe state, day/time, resources, camera orientation, joystick, fires, and the starting campfire. Use a repeating day cycle lasting about 140 seconds. Start at Day 1 • Dawn with dayTime around 0.16. Display phase labels Dawn for the early portion, Day, Dusk, and Night for the late portion; increment the day count when the cycle wraps. Gradually animate sun intensity, ambient/fill lighting, moon light, sky/background color, and fog color through the cycle. At Night, display a prominent message such as “Night is here — stay near a fire or your warmth will drop fast.” Fires should remain visibly warmer/orange against the cool nighttime scene. Create a dark translucent glass-like HUD matching the supplied Ashwild visual: rounded panels, subtle borders, blur, white text, muted blue-gray secondary text, orange accents, and responsive desktop/mobile layout. In the upper-left panel show the Ashwild title, “Day N • Phase,” horizontal Health (red), Warmth (gold), and Hunger (green) bars with numeric values, then inventory values for Wood, Stone, Berries, Axe (Yes/No), and Fires. Include a contextual hint that says generally to gather wood/stone, eat berries, and build fires before night; change it for a nearby tree, rock, berry bush, low warmth, or low hunger. In the upper-right desktop panel (moving to a lower-right/above-controls position on small screens), show Crafting buttons: “Build Campfire” with “5 wood + 3 stone • restores warmth nearby,” “Craft Stone Axe” with “3 wood + 2 stone • cut trees faster forever,” and “Eat Berries” with “1 berry • refill hunger.” Disable buttons when unaffordable, already completed, empty, or game over. At the bottom-left, provide a large translucent circular virtual joystick with a smaller draggable center stick for mobile movement. At the bottom-right, provide “Gather / Interact” with helper text “Near trees, rocks, berries, or your fire” and a hold-style “Hold Sprint” button whose helper text says sprint moves faster but drains hunger more; while held, label it “Sprinting” and “Release to jog.” On desktop support WASD and arrow keys for movement, mouse/touch dragging on the world for camera orbit, Shift for sprint, E to gather, F to build a campfire, Q to craft the axe, and R to eat berries. On mobile, use the joystick, world drag, Gather button, hold Sprint button, and the crafting buttons. Show short centered bottom notifications for gathering, crafting, eating, nightfall, new day, and survival warnings. Make the interface responsive and touch-friendly, with no scrolling and the world remaining visible behind the HUD.