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Arcade › Castaway Night

Castaway Night

  • 3d
  • survival
  • crafting
  • third-person
  • day-night
  • low-poly
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. Franek Bielawa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Castaway Night yet. Play it, then tell Franek Bielawa what you would add next.

Make your own game

Castaway Night was built by Franek Bielawa 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.

Read the build brief for Castaway Night

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 3D third-person survival game titled “Castaway Night.” Use a Three.js-like real-time 3D scene with a controllable stylized humanoid survivor at the center of a procedurally shaped island. The player avatar is a simple pale capsule-bodied figure with a dark spherical head and a visible wooden spear with a metal tip. Use a trailing third-person camera positioned several units behind and above the player, with WASD or arrow-key movement and jumping with Space; on mobile provide a built-in virtual joystick and four touch action buttons.

World and presentation: Make a roughly circular island with a raised, uneven interior, a lower sandy beach ring, surrounding dark blue water, atmospheric fog, and a sky that transitions from bright blue daytime to deep blue-black night. The island terrain should use subtle vertex color variation from sandy tan at the coast to greener/darker inland areas. Place a glowing campfire made from crossed brown logs and an orange ember/light at the island center, an abandoned hut near the outer northeastern side of the island, scattered low-poly trees, rocks, bushes, and mushrooms across the terrain, and a ring of larger rocks around the beach. Use low-poly/stylized Quaternius-like asset styling, soft shadows, a large sun light during daytime, moonlight at night, and a warm campfire glow.

Core survival loop: Start the player near the campfire with 100 health, 100 hunger, and 2 food items, but zero wood, stone, and meat. Explore during the day and approach resource props to gather them. Near a tree, pressing E or the Gather button grants +2 wood; near a rock it grants +1 stone; near a mushroom it grants +1 food. Hide the gathered resource until its respawn timer expires (trees about 60 seconds, rocks 45 seconds, mushrooms 28 seconds). Show contextual prompts such as “Tree nearby — press E or Gather for wood,” “Rock nearby — press E or Gather for stone,” and “Mushroom nearby — press E or Gather for food.”

Build a four-piece wooden shelter structure around the campfire by pressing B or Build, spending 4 wood and 2 stone for each piece. The four pieces are, in order, a left wall, right wall, rear wall, and flat roof. Display shelter progress as 0/4 through 4/4 and refuse building when resources are insufficient with a message explaining the required cost. When all four pieces are complete, the shelter becomes a safe zone and display a message that standing inside it at night provides safety. Also make the abandoned hut a permanent safe zone, whether or not the player builds the camp shelter.

Time and danger: Implement a continuously advancing 120-second day/night cycle, beginning at time-of-day 18 (day 1). Treat time-of-day 70 through the end of the cycle as night. Gradually interpolate sky, fog, ambient light, sun intensity, moon intensity, and exposure as darkness arrives. Announce “Night falls — wolves are coming.” when night begins. During night, spawn animated low-poly wolves around the outer island at random distances of roughly 26–36 units, with 3 plus the number of previously survived nights up to 6 active wolves. Wolves use idle/run/attack/death-style animation clips when available, chase the player, turn toward them, and bite when within about 1.7 units, dealing roughly 10–16 health every second. Wolves should not damage the player while the player is inside the abandoned hut or the completed central shelter. If the player leaves safety, wolves pursue them. A defeated wolf drops/grants +1 meat and remains as a briefly visible corpse before disappearing.

Combat and food: Press F or Attack when a wolf is within approximately 3.1 units to strike with the spear. Each strike removes 1 of a wolf’s 3 hit points, has a short cooldown, and plays an attack feedback message; on the killing strike show “Wolf down — +1 meat.” Press Q or Eat to consume food. Meat is consumed first and restores 42 hunger and 8 health; mushrooms restore 28 hunger and 4 health. If no food is available, show a clear message. Hunger drains continuously at about 1.4 per second; when hunger reaches zero, health drains at about 3.6 per second. The game ends when health reaches zero, showing a centered “You died” overlay and a reason such as starvation or a wolf attack, plus the number of nights survived and a Try again button that resets the world, inventory, health, time, shelter, and wolves.

HUD/UI: Overlay the game with a dark translucent rounded stats panel in the upper-left. It should show “Day N · Day/Night,” wood, stone, food, meat, living wolf count, shelter progress, and the next build cost or “Shelter ready.” Below it show labeled Health and Hunger horizontal bars, with a red/pink health fill and yellow/orange hunger fill, both starting at 100. Center lower-screen show temporary rounded message toasts and a contextual prompt. Lower-right show four large rounded touch buttons in a 2x2 grid: Gather, Build, Attack, and Eat (with the current food count in the Eat label). On first load show an intro card titled “Castaway Night,” explaining that the player crashed on an island, gathers by day, and must shelter, hide, or fight at night; include control tips and a “Start survival” button. Include a loading status panel while 3D assets load. Keep the interface dark, modern, readable, and responsive, with the same button color coding: blue for gathering, green for building, red for attacking, and ochre/gold for eating.

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