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Arcade › Castaway Night
Roam a small island by day, gathering wood from palms and food from coconuts before the sun goes down. Keep the campfire fed and your health up long enough to make it to dawn.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Castaway Night yet. Play it, then tell Oleg Sidorkin what you would add next.
Castaway Night was built by Oleg Sidorkin 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 Castaway Night 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 low-poly 3D island survival game titled “Castaway Night.” Use a third-person, slightly elevated overhead camera that follows a simple primitive human character as they roam a small circular tropical island surrounded by ocean. The player is a stylized figure with dark blue lower body/legs, orange-brown capsule torso, small peach spherical head, and a brown backpack. The island has a green uneven grassy center, a wide sandy circular beach, blue ocean beyond it, palm trees, low bushes, scattered coconuts, and strong cast shadows. Include a campfire at the island center made from stones and crossed logs, with an orange cone-shaped flame, ember, warm point light, and a subtle glowing warmth ring. Place a shelter site near camp: it starts invisible/empty, then visually becomes a small green-leaf lean-to with wooden posts and canvas-like shade, and finally upgrades into a more enclosed wooden hut with walls, bed, and pillow. The core goal is to survive from morning through one 75-second night after a 95-second gathering day. Start with Wood 0, Food 0, Health 100, and no shelter. During the day, move around using WASD or arrow keys on desktop, or an on-screen four-direction D-pad on mobile. Approach resource nodes and press E or the on-screen Gather button. There are 13 palm trees, each requiring three chops; every chop gives 1 wood, and a depleted palm disappears and leaves a stump. There are 16 coconuts; each picked-up coconut gives 1 food and disappears. Resources are placed randomly around the island, with bushes as decoration. Gathering has a short cooldown. The player is constrained to the island perimeter. Allow the player to spend wood on two shelter stages using a Build Shelter button: a lean-to costs 4 wood, then a hut upgrade costs 6 additional wood. The HUD should show current Wood, Food, Health, shelter status, and a contextual supply/status message. During the day, show “GATHER BY DAY” and a countdown; the objective text should explain roaming, chopping palms, collecting coconuts, and building before sunset. When the 95-second day expires, transition the environment smoothly from bright cyan daytime sky and ocean to a dark blue night with dim cool fill light; show a centered “Night falls” panel explaining that the fire consumes wood and hunger consumes food, with a Keep going button. During the 75-second night, consume 1 wood on a timer: every 7 seconds with no shelter, 9 seconds with a lean-to, or 12 seconds with a hut. Consume 1 food every 11 seconds without shelter, 11.75 seconds with a lean-to, or 12.8 seconds with a hut. If wood reaches zero, health drains from cold at 15 per second without shelter, 8 with a lean-to, or 4 with a hut. If food reaches zero, health drains from starvation at 9 per second without shelter, 8 with a lean-to, or 7 with a hut. When both wood and food are available, health regenerates at 3.5 per second without shelter, 4.2 with a lean-to, or 5.4 with a hut. Clamp health from 0 to 100. The campfire burns visibly at night while wood remains and becomes very dim when wood is depleted. If health reaches zero, show a centered game-over panel saying the survivor did not last the night, explain that the fire died/hunger/cold won, and provide Try again/Restart controls. If the full night ends, show “Dawn reached,” report remaining wood, food, and health, and provide Play again/restart controls. Use a polished responsive HUD over the 3D scene: a translucent dark rounded top panel with pill-shaped resource chips, green/yellow/red status colors, a phase label and large digital-style MM:SS timer on the right; a translucent objective/message panel at bottom-left; and large touch-friendly controls at the bottom, including a green Build shelter button, orange Gather/Chop button whose label changes based on the nearby resource, a mobile D-pad, and a restart button shown after ending. Disable Gather when no active resource is close and disable building when the player lacks the next stage’s wood cost. Add simple chop and collect sound effects if available. Keep the visual style original low-poly survival slice with soft shadows, fog, day-to-night lighting transition, and readable high-contrast UI; do not add predators, fishing, crafting tools, weather, multiple biomes, or scoring systems.