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Bite Survival

  • 3d
  • survival
  • crafting
  • third-person
  • low-poly
  • forest
  • action
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. smyleyfacecrew built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bite Survival yet. Play it, then tell smyleyfacecrew what you would add next.

Make your own game

Bite Survival was built by smyleyfacecrew 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 Bite Survival 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 Bite Survival

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.

Recreate “Bite Survival” as a browser-playable low-poly 3D third-person survival game. Use a Three.js-style perspective camera following a small capsule-shaped human avatar from behind at about 7 units away. The avatar has a rounded off-white torso, dark blue rectangular shirt/side panels, and a tan spherical head; show a soft circular ground shadow. The world is a broad flat green forest clearing under a bright blue sky with fog, directional shadows, and a day/night cycle that gradually changes the sky from blue daytime to very dark blue nighttime. The initial player position is near the center of the map. Build the environment from simple low-poly primitives: a large grassy plane with a dark ring-like boundary, scattered conical green trees with brown trunks, small floating/rotating pickups, berry bushes with red berries, red-capped mushroom patches, and a blue pond with a sandy shore to the southeast. Add a single enclosed gray stone cave in the northwest/southwest direction around coordinates roughly (-30,-48), with floor, back/side walls, ceiling, and an entrance; place several visible iron deposits inside it. At world creation, give the cave a 10% chance to contain one glowing purple faceted shadow crystal.

The core loop is gathering, crafting, mining, surviving, and defending against night monsters. Place around the starting forest: sticks, stones, plant fiber, and flint as individual low-poly pickups. The player can approach nearby objects and interact when within roughly 3 units; show a centered prompt and an interaction button whose label changes to Pick up, Harvest, Chop, Mine, Drink, Sleep, etc. Desktop controls: WASD/arrow movement through a third-person controller, mouse drag/capture to look, E to interact, F to attack, and I to open/close inventory. Also provide large touch-friendly HUD buttons for Inventory, context-sensitive Use/interaction, Attack, and a conditional Sleep button.

Implement survival meters that drain continuously: Health, Food, Water, and Energy. Show them in a dark translucent rounded HUD panel at the top with colored horizontal bars and numeric values, plus the current Day/Night label and equipped Axe, Pickaxe, Sword, and Armor tiers. Food and water reaching zero damages health; good food/water/energy slowly regenerates health. Movement and nighttime drain energy faster. The player starts with approximately Health 100, Food 78, Water 82, Energy 88, and one berry. Harvesting a berry bush gives 2 berries; eating a berry restores Food +14, Water +4, and Energy +10. Picking a mushroom gives one mushroom; eating it restores Food +18 and has a 50% chance to apply food poisoning, which damages health and water temporarily. Drinking at the pond restores water to 100 and gives a small energy boost.

Make the inventory a full-screen dark translucent overlay with two columns on desktop (one column on narrow screens). It must show equipment, resource counts, consumables with Use buttons, and a Crafting list with recipe sections and disabled/locked states. Crafting progression: first craft String from 2 Plant Fiber. Then craft tiered Axe, Pickaxe, Sword, and Armor items in wood, stone, flint, iron, steel, and shadow tiers. Tool recipes use sticks/string for wood, stone and string for stone, flint and string for flint, wood plus iron ore and string for iron, wood plus steel and string for steel, and wood plus shadow and string for shadow. Do not allow replacing an item with an equal or lower tier. Armor reduces incoming monster damage based on tier. An axe is required to chop trees; chopping yields roughly 2+ wood depending on axe tier and may also yield a stick. A stone pickaxe or better is required for iron deposits; mining gives 2 iron ore, with an extra ore for an iron-tier-or-better pickaxe. A steel pickaxe is required for the rare shadow crystal, which yields 2 shadow resources.

Include craftable placed structures, positioned a few units in front of the player based on camera direction: a furnace costs 2 stone and is needed to smelt steel; a steel smelting recipe consumes 1 iron ore and produces 1 steel. A blueprint station costs 3 plant fiber, 1 stone, and 2 wood and unlocks hut construction. A bed costs 2 wood and 2 string; at night, interacting with it advances time to dawn, restores energy to 100, restores some health, and despawns night monsters. A hut costs 1 iron ore and 10 wood and can only be built after the blueprint station. Model the hut as a simple wooden floor, four-sided wooden walls with a front doorway, and a flat wooden roof. While the player is inside the hut, eye monsters cannot damage them.

Use a full day cycle of about 220 seconds, with night determined by low daylight. During nighttime, spawn up to 7 hovering eye monsters at random positions about 16–22 units from the player. Each monster is a dark purple/black sphere with a large pale eye, glowing pink/red pupil, and two side spikes; make it hover and pursue the player. Monsters move at about 2.8–3.2 units per second, attack within about 1.9 units on a cooldown, and deal around 8 damage reduced by armor (never below 2). They disappear when day returns or when the player sleeps. The player attacks with F or the Attack button, creating a brief expanding colored arc/slash effect in front of the camera. Attack damage depends on sword tier: no sword 2, wood 6, stone 10, flint 14, iron 19, steel 25, shadow 34; attacks have a short cooldown and damage nearby monsters within roughly 2.2 units. Defeated monsters have a chance to drop a berry.

Add a centered toast notification system for gathering, crafting, eating, mining, attacks, damage, sleep, and requirements. Add a game-over overlay when health reaches zero with the message “You were eaten in the dark,” survival advice, and a Respawn button that resets health/stats and returns the player to the starting camp. Keep the visual style deliberately simple and low-poly: primitive geometry, muted natural forest colors, translucent dark glass HUD panels, soft shadows, and minimal UI text. The initial screen should visibly match the supplied image: mostly empty light-blue sky/background with the small centered capsule avatar seen from behind, before the player moves or the camera reveals the forest.

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