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Arcade › Civilization 0
Click the game above and it runs right here in your browser. No download, no installer, no account needed. abraham.fister built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Civilization 0 yet. Play it, then tell abraham.fister what you would add next.
Civilization 0 was built by abraham.fister 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 Civilization 0 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-based third-person 3D survival-action game titled “Civilization 0.” Set it in a large foggy dystopian ashland/open-world sector: a dark ruined megacity outskirts with uneven terrain, broad intersecting roads, scattered clusters of broken columns and tilted beams, floating wreckage overhead, drifting dust particles, glowing salvage shards, and a smoggy sky. Use a low-poly/stylized sci-fi look with very dark blue-gray ground and structures, cinematic fog, and strong faction color contrast: Dustbound survivor technology glows cyan/blue, while Helix Dominion camps and enemies use pink/red lights. The camera should follow behind and above the player in a smooth orbiting third-person view, with a closer over-the-shoulder view while aiming. Support camera rotation/tilt with arrow keys or I/J/K/L. The player is a small futuristic courier: a pale blue-gray capsule-like armored body, light spherical head, bright cyan visor, purple-blue neck accent, and a compact rifle. Start at the central relay area in the world, but first show a roughly 13.5-second skippable opening flyover/cutscene. The flyover moves across the ruins, the eastern Dustbound relay, and the western Helix dig site while displaying story text about civilization ending in fire and dust, Dustbound survivors holding a relay, Helix Dominion digging west, and the objective to scavenge, build, and defeat the commander. Include a visible “skip” control. After it ends, the player receives the objective to gather supplies and reach the Dustbound relay. Core gameplay is exploration, scavenging, survival, combat, and relay fortification. The world is approximately a 360-unit-diameter bounded terrain with procedural rolling height made from several sine-wave variations. Place around 56 scattered glowing resource nodes outside the central area. Nodes visibly consist of a small dark base, a hovering colored octahedral shard, and a thin vertical beacon. The resource types and colors are: scrap (pale steel), fuel (orange), water (cyan), food (green), alloy (pale blue/white), and cells (pink/purple). Press E near a node to collect it; nodes then temporarily deactivate and later respawn. Scrap provides 2 units, fuel/water/food/alloy provide 1, and cells provide 1 cell plus 3 ammo, with a chance for bonus scrap. Build the fixed world landmarks. Put the central Dustbound relay/base core at the origin: a large dark circular platform about 18 units in radius, a rotating glowing blue ring, a metal cylindrical tower, and a floating cyan beacon. Place four faction camps: a friendly “Dustbound Relay” east/northeast around (28,32), a friendly “Nomad Patch” farther north, a hostile “Helix Dig Site” in the western area around (-112,18), and a hostile “Helix Outpost” southeast around (96,-102). Each camp should have a circular pad, three small metal shacks, a mast with a glowing beacon, a crate, and a simple capsule NPC. Friendly camps glow cyan; hostile camps glow pink/red. Press E near a friendly camp to receive supplies and progress the story; the first visit gives scrap, water, and ammo and advances the phase. Press E near a hostile camp once to loot scrap, fuel, ammo, and possibly cells. The objective progression should work as follows. Initially the phase is “Wake”: collect at least 6 scrap, 1 fuel, and 1 water, then reach the Dustbound camp. Once the supply requirement is met, phase becomes “Relay.” Interacting with the friendly Dustbound camp changes it to “Fortify,” increases Dustbound reputation, and grants supplies. In Fortify, build at least one Auto Turret or Water Still inside the blue relay ring. That changes the phase to “Siege,” marks the western Helix commander as the target, and increases Dustbound reputation. Kill the commander at the western dig site to enter “Freeplay,” increase Dustbound reputation, and continue surviving indefinitely. The commander is a tougher Helix sentry at the first western spawn. Include six humanoid enemies: Helix sentries and raiders at their camps, plus a rogue scavenger. Enemies are capsule-like figures with faction-colored bodies, glowing cores, and small blades. Sentries have 70 health and raiders/scavengers 54 health; they patrol around their homes, chase the player, and shoot glowing projectiles. Make the first Helix sentry the commander. Also include four floating Helix drones: glowing blue spherical bodies with magenta rings, active and visible only at night. At night drones patrol/orbit and attack, while they remain hidden during daytime. Hostile enemies and drones appear on the minimap. The player has ranged rifle fire with auto-targeting toward a nearby enemy in front, fired by left mouse click; ammunition is limited and enemy drops replenish it. Holding right mouse aims and changes to an over-shoulder camera/reticle. Add a close-range shock-blade attack with Q that damages enemies in a forward cone within roughly 4 units, with a brief cooldown. Show bright particle bursts on hits, shots, and deaths. Add survival meters and consequences. Track health, stamina, hunger, thirst, and warmth, each from 0–100 and shown as labeled horizontal bars with numeric values. Hunger and thirst steadily drain, drain faster while moving/mounted, stamina drains during Shift sprint and regenerates otherwise. At zero hunger, thirst, or warmth, health drains. Warmth declines much faster at night unless the player is near the relay base or an active campfire. Health reaching zero ends the game with a relay-lost/reload message. Press R to consume available water and food, restoring thirst/hunger; press C to use a medkit if held, or improvise a health recovery using 4 scrap and 1 water. The starting inventory should visibly include a small amount of scrap, fuel, food, cells, and 18 ammo, but no water/alloy/medkits. Implement the day/night cycle with a displayed day number and clock beginning around 06:00. Advance time continuously, with daytime lighting, fog, and sun brightening the scene and night lowering light into a dark blue-black smog. Night begins around 18:15 and lasts until after 05:30; show messages when night falls and dawn arrives, and count survived nights. Night activates Helix drones and makes warmth/survival more dangerous. The relay ring and campfire provide warmth. Press F to deploy a campfire at the player’s position, costing 2 scrap and 1 fuel; show a glowing orange flame, logs, ember point light, and a warmth radius. Campfires consume fuel over time and extinguish. Support construction with B to cycle three build options and G to place the selected structure a few units in front of the player. Show the selected structure, description, and cost in the HUD. Build options: Auto Turret costs 6 scrap, 1 alloy, and 1 cell; it tracks and fires at nearby Helix enemies around the base. Water Still costs 4 scrap and 1 fuel; it must be inside the relay ring and periodically generates water. Scrap Wall costs 3 scrap and can be placed outside the ring as cover. Render turrets as dark cylindrical bases with glowing blue gun boxes, stills as blue tanks with glowing pipe rings, and walls as low gray metal barriers. Turrets fire cyan projectiles automatically, stills periodically add water, and placed structures appear on the minimap. Add a driftbike vehicle parked near the central area around (8,-10). It should look like a compact futuristic bike/hovercraft with a broad gray shell, pointed nose, dark seat, and two cyan glowing side pods. Press X or E near it to mount/dismount. While mounted, move faster, use a higher camera, and drain the bike’s 100% energy/battery while traveling; automatically dismount when empty. Display the bike status as Idle or its remaining percentage in the HUD. The bike is marked on the minimap when not mounted. The HUD should be a dark translucent sci-fi interface over the 3D view. Include the game title, phase label (Wake, Relay, Fortify, Siege, or Survive/freeplay), current quest/objective, story/status messages with a speaker label such as ARCHIVE GHOST, RELAY OS, DUSTBOUND SCOUT, or COURIER, health/stamina/hunger/thirst/warmth bars, day and time, faction/reputation values for Dustbound and Helix, ammo, bike energy/status, and resource counts for scrap, fuel, water, food, alloy, and cells. Show an aiming reticle only while aiming. Add a square circular-border minimap in the lower-right corner with a dark blue background. Draw the player as a white dot with facing line, the central relay in cyan, friendly/hostile camps in cyan/pink, ruins in gray, resource nodes in their corresponding colors, structures, campfire, bike, enemies in pink, drones in purple, and the commander larger than normal. Provide keyboard/mouse controls exactly: WASD movement, Shift sprint, left mouse shoot, right mouse aim, Q melee, E interact, B cycle build, G place build, X ride, F campfire, R consume, C medkit, and arrow keys or I/J/K/L camera controls. Also provide mobile support with a left virtual joystick and on-screen buttons for shoot, melee, interact, build cycle, build place, and ride. Use smooth interpolation for player movement/camera, shadowed meshes, rotating/floating beacons and salvage, animated debris and dust, glowing emissive materials, projectile effects, and short-lived colored particle bursts. Keep the tone lonely, cinematic, and oppressive, but make the blue relay beacon, cyan campfire, and colored salvage readable through the fog. The intended loop is: watch/skip the flyover, scavenge the wasteland, reach and meet Dustbound, fortify the relay, fight through Helix camps, defeat the commander, and continue surviving in freeplay.