Appearance
Arcade › Bone Quota
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam Philiben built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bone Quota yet. Play it, then tell Liam Philiben what you would add next.
Bone Quota was built by Liam Philiben 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 Bone Quota 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 browser-playable first-person 3D scavenging game titled “Bone Quota.” Use Three.js (or an equivalent 3D web engine) with pointer-lock mouse look and a full-screen canvas. The player is a scavenger inside a dark, foggy industrial facility represented by a procedurally generated 19x19 maze. Build the maze from square floor tiles and tall gray-blue metal/concrete wall blocks: corridors are walkable, other cells are solid walls. Keep the palette very dark (near-black blue background and fog, charcoal floors, muted gray walls) with sparse ambient lighting. The main visibility should come from a forward-facing white flashlight cone attached to the first-person camera; allow it to be toggled off, making the scene much darker. Add a central ship/safe zone: a low dark circular platform with a softly glowing mint/green point light and a small dark terminal kiosk at its edge. The player starts in this central ship room, at eye height around 1.65 units, and the camera is a 70-degree first-person view with a small centered “+” reticle. The goal is to meet a randomly generated extraction quota between $90 and49. Each run generates a fresh randomized maze and randomized placement. Place 22 small, low brown dirt mounds in walkable corridor cells away from the central ship room. Mounds should subtly bob/wiggle and look like flattened low-poly soil heaps. Each mound can be dug exactly once; roughly 65% contain loot and the remainder are empty. The player must stand close to a mound and aim directly at it, then press E. Digging flattens the mound, plays a short digging/thunk sound, and either reports stale dust or reveals one bright clean ivory-white stylized bone worth a random8–$41. Make each bone a small recognizable low-poly bone assembled from a horizontal capsule and rounded bulbous ends, with a slight glow/bright material, gentle bobbing, and slow rotation so it reads clearly in the darkness. When a revealed loose bone is in front of the player and within about 2 meters, E picks it up. Track a maximum carry capacity of 3 bones and show the count in the HUD. Picked-up bones disappear from the floor and retain their individual dollar values. G drops one carried bone onto the floor ahead of the player as a visible loose bone. To extract value, the player must walk back into the central ship circle (within about 2.3 meters of the origin) and press T; deposit all carried bones at once, empty the carry slots, add their values to Extracted, play a pickup/deposit ping, and show a confirmation. T outside the ship should show an error hint. When Extracted reaches or exceeds Quota, clearly announce “Quota met!” but let the player continue looting or press R to restart. Add a single enemy called the Slop Stalker. Represent it as a floating bright toxic-green emissive sphere, about 0.55 units in radius, moving through walkable corridors. Spawn it far from the ship, have it patrol by selecting random distant walkable cells, and chase the player when within roughly 9.5 units; resume patrol after it gets beyond roughly 12.5 units. It should move slower while patrolling and faster while chasing, avoid solid maze cells, and kill the player on contact at under roughly 0.85 units. On death, stop player movement and display a red warning such as “The Slop Stalker got you. Press R to redeploy.” R always starts a fresh run with a new maze, quota, loot placement, and stalker location. Controls must be: click the canvas to lock the mouse and start/enable audio; W/A/S/D to move; mouse to look; Shift to sprint; E to dig or pick up the item directly in front; F to toggle the flashlight; hold Q to repeatedly scan; G to drop one carried bone; T to deposit at the ship terminal; R to restart. Use smooth acceleration, collision against maze walls, and clamp the vertical camera look so the player cannot turn upside down. The scanner should be rate-limited to about once every half second and update a message with nearest loose loot distance, nearest undug dig-spot distance, and Slop Stalker distance. When the enemy is close, give the scan a threatening state and play a low ominous tone. Build a compact fixed HUD in the upper-left with translucent black/blue-gray glass-like panels, rounded borders, pale blue-white text, and a centered reticle. Show the title “Bone Quota,” audio status, mouse-lock status, Quota as dollars, Extracted as dollars, Carry as 0/3, Flashlight ON/OFF, and “Scan: hold Q.” Include a changing hint/status panel for controls, digging, pickup, capacity errors, deposit instructions, scanner output, quota completion, and death; use subtle green accents for successful/good states and red accents for danger/errors. The visual style should be minimalist, moody, low-poly industrial horror/scavenging: very dark blue-black foggy space, block-built maze architecture, focused flashlight illumination, bright ivory bones, and an unmistakable green glowing enemy. Add simple synthesized audio: audio activation on first click/key, a low thunk for digging/dropping, bright ping for bone reveal/pickup/deposit, error tone for invalid actions, and low bass ominous pulses as the Stalker approaches.More free browser games