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Arcade › Brume Sauvage
Click the game above and it runs right here in your browser. No download, no installer, no account needed. TR4P-_- SP1DER built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Brume Sauvage yet. Play it, then tell TR4P-_- SP1DER what you would add next.
Brume Sauvage was built by TR4P-_- SP1DER 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 Brume Sauvage 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 first-person 3D survival-exploration game titled “Brume Sauvage,” with a muted, atmospheric wilderness aesthetic. Use a Three.js-style FPS camera at the player’s eye level, with mouse/pointer-look and keyboard movement; also support a joystick-style movement input. The player begins at approximately the center of a large open forest clearing, at ground level, and the camera should have a small centered white crosshair. Use WASD or joystick to move, Shift to run/courir, Space to jump, and left mouse click to swing the equipped weapon; show the same French control hint: “WASD / joystick · Shift courir · Espace sauter · clic frapper”. Build a broad flat wet-forest ground plane in dark desaturated green, with scattered irregular dark mud patches and a long narrow blue-green river running through the world on one side. Populate the forest procedurally with many low-poly stylized props: varied conifer/deciduous trees, bushes, rocks, and a few dead trees, using randomized positions, rotations, and scales. Keep the river clear of most props. Add a distant row of dark low-poly cone-like mountains along the horizon. The scene should feel misty and expansive: use exponential fog, especially thick and blue-gray-green at night, with the background blending into the fog. Use soft shadows, ambient hemisphere lighting, a warm directional sun, and a subtle cool moon light. The palette should be subdued: deep forest greens, blue-gray fog, dark teal water, brown wood, and muted stone. Give the player a visible first-person worn survival loadout at the bottom of the view: two dark worn cloth sleeves, simple brown skin-toned hands, and a handmade stone axe held mainly to the lower-right. Model the axe from a rough brown wooden haft and a gray stone head. When the player clicks, play a short axe swing animation, with the axe pitching/sweeping forward and back over about a third of a second, plus a brief blunt impact-like synthesized sound. There are no visible enemies, creatures, resource pickups, crafting menus, buildings, or combat targets in the implemented game; the click attack is simply the axe swing. Implement a continuously advancing day/night survival clock. Start at “JOUR 1 · 08:00” and advance the full day over roughly 150 real-time seconds, incrementing the day counter when the clock wraps. Gradually change sun position/intensity, moon intensity, hemisphere light, sky background, and fog color/density between daylight and night so the world becomes darker, cooler, and foggier after sunset. Display a French HUD fixed over the screen: a top-left translucent outlined pill labeled “BRUME SAUVAGE,” a matching top-right pill showing the current day and time such as “JOUR 1 · 08:00,” and three centered bottom status bars labeled “VIE,” “FAIM,” and “SOIF.” Start all three at 100. Use a red health bar, orange hunger bar, and blue thirst bar, each with a dark track, thin light border, numeric value at the right, and smooth width changes. Hunger and thirst continuously decrease, with thirst draining slightly faster and both draining somewhat faster at night; when either reaches zero, health drains over time. Clamp health at zero. Place the control hint just above the status bars. Keep the presentation minimal and immersive with no pause screen or extraneous UI.