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Blackout Frontier

  • 3d
  • third-person-shooter
  • action
  • night
  • rainy
  • industrial
  • arcade
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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. Michael Gauntlett built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blackout Frontier yet. Play it, then tell Michael Gauntlett what you would add next.

Make your own game

Blackout Frontier was built by Michael Gauntlett 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 Blackout Frontier 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 Blackout Frontier

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 “Blackout Frontier” as a dark third-person 3D shooter titled BLACKOUT FRONTIER. Use a Three.js-style real-time scene with a perspective camera following a human soldier avatar from behind at roughly 5.6 units distance. The player starts centered on the north-south main road at position (0, 0, 18), carrying a compact rifle visible near the lower-right side of the avatar. Movement should support WASD, running with Shift, and jumping with Space; use responsive third-person character movement with idle, walk, run, jump, fall, land, attack, hurt, and die-style animations. Aim with the centered white minimalist crosshair and shoot with mouse click or the large FIRE button at bottom right; holding FIRE should repeatedly shoot. Reload with R when the magazine is not full and reserve ammunition remains.

Build a large, sparsely lit ruined industrial frontier at night. Set the background and exponential fog to near-black blue-gray, with very limited visibility and a subdued cinematic tone. The ground is a broad dark industrial terrain, crossed by a long central dark-gray road running along the Z axis and a wide crossroad along X. Add regularly spaced faded rectangular road markings down the center. Scatter ruined concrete buildings and broken rust-colored wall sections around the map, enclosed rust-metal outposts with simple walls and watchtowers, wooden crates, dead trees, and additional ruined factory/building props. Include a large armored tank/boss prop in the far eastern area around (52, 0, -12), and an armored pickup/convoy vehicle around (-18, 0, -30); these should be visible exploration landmarks, with the mission text directing the player to locate the armored convoy, but do not add an unimplemented win screen or objective logic. Place some extra industrial ruins near the road and use silhouettes and fog to make distant geometry barely visible.

Use cold, very dim ambient/hemi lighting, a cool directional moonlight-like light with soft shadows, a subtle red point light near the distant industrial area, and a blue point light elsewhere. Materials should be rough and dark: charcoal ground and road, gray concrete, rust brown metal, dark metal, muted brown crates, and occasional glowing orange-red muzzle flashes/explosion particles. Add persistent falling rain across the world as fine blue-gray particles. The overall visual style should match the screenshot: almost-black rainy night, stark silhouettes, faint reflective road markings, restrained blue-gray lighting, and tiny warm red accents.

Spawn exactly seven hostile patrol soldiers at approximate positions (-10,24), (12,34), (28,8), (-24,-18), (45,8), (-44,-42), and (18,-48). They are humanoid soldier models, appearing as very dark/blue silhouettes in the low light. They patrol by moving in a small circle around their base location when the player is farther than 28 units. When the player comes within 28 units, enemies turn toward and chase the player at about 2.2 units/second; beyond 8 units they run, and within 8 units they use a shooting attack. Each close-range enemy attack has a 1.4-second cooldown and removes 5 HP. Give each hostile 60 HP. Each rifle hit does 34 damage, so enemies take two hits to kill; successful hits add 10 score and a kill adds another 100. Dead enemies play a death animation and then disappear. The player starts with HP 100, magazine AMMO 30, and reserve ammo 120. Shooting consumes one round, has approximately a 130 ms fire interval, and works as a simple centered hitscan/aim-cone selection against the nearest living enemy within 65 units and roughly aligned with the camera direction. Show a brief bright orange-red muzzle flash on firing, and occasional small orange explosion bursts around the world as atmospheric effects. Do not invent cover systems, pickups, enemy types, weapons, or a boss combat system beyond these mechanics.

Create a fixed HUD overlay matching the supplied interface. At top left show the spaced uppercase title “BLACKOUT FRONTIER.” Below it show: “SECTOR 07 — Push through the ruined industrial belt. Eliminate the patrols and locate the armored convoy.” At top right show compact controls help: “WASD move · Shift run · Space jump” and “Click / FIRE shoot · R reload.” Put a thin white plus-shaped crosshair at the exact center. At bottom left show a translucent black rectangular status panel with a subtle pale border and two lines: “HP 100 · AMMO 30/120” and “HOSTILES 7 · ZONE RUINS.” Update HP, current magazine ammo, remaining reserve, and living hostiles in real time. Set ZONE dynamically to RUINS normally, FOREST when the player’s absolute Z position exceeds 42, and OUTSKIRTS when the player’s absolute X position exceeds 42. At bottom right add a circular dark red-brown FIRE button with a pale orange outline and uppercase label, usable by mouse or touch. Keep the HUD clean, sparse, and readable over the nearly black scene, with responsive sizing for mobile screens.”

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