Skip to content

Arcade › Horizonte Salvaje

Horizonte Salvaje

  • 3d
  • third-person
  • zombie-shooter
  • arcade
  • action
  • low-poly
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. mario.sandaza11233 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Horizonte Salvaje yet. Play it, then tell mario.sandaza11233 what you would add next.

Make your own game

Horizonte Salvaje was built by mario.sandaza11233 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 Horizonte Salvaje 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 Horizonte Salvaje

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 third-person 3D arcade zombie shooter called “Dead Run.” Use a dark, stylized low-poly urban street at night/dusk: a long charcoal road runs along the Z axis across a muted green ground plane, with raised gray curbs on both sides, scattered olive-gray rectangular concrete cover blocks, and two large green cargo trucks placed around the street. Add fog and a blue-gray sky/background, soft shadows, a warm directional light, and simple high-contrast materials. Use animated low-poly humanoid assets: the player is a small soldier in dark clothing viewed from behind, and enemies are purple-clothed male zombies with pale/greenish heads. Start the player at the near end of the road (approximately z=20), facing down the street toward negative Z. Spawn exactly nine zombies at these approximate positions: (-5,8), (5,5), (-4,-2), (4,-8), (-6,-15), (6,-20), (0,-5), (-8,14), (8,16). They should idle initially, then walk toward the player whenever within 14 world units, turning toward the player; if within 1.35 units, attack about every 0.9 seconds and reduce player HP by 8, with a visible hit message. The player can move with WASD or arrow keys, jump with Space, and use a third-person camera following the player at about 8 units distance. Include a centered white crosshair and allow shooting by left mouse click or a large circular FIRE button at bottom-right. Shots have a 280 ms cooldown and use the camera’s forward direction: find the nearest living zombie within 13 units and within a forward-cone dot-product threshold of 0.55, kill it instantly, hide it, play its death animation, increase the kill count, and show “Target down”; otherwise show “Miss.” Do not add ammo or reload mechanics.

Implement a two-stage mission system. At launch, show the top-left mission panel text “Mission 1 · Clear the street — 0/5 zombies” and require five zombie kills (not all nine) to advance. Once the fifth zombie is killed, change the objective to “Mission 2 · Reach extraction — [distance]m” and show “Street clear — reach extraction.” Put a glowing green circular extraction pad with radius about 2.1 units at (0, 0.08, -24), plus a thin glowing vertical beacon rising from its center. When the player reaches within 2.4 units of it, mark the game complete and show “MISSION COMPLETE”; replace the mission text with “All missions complete — survive as long as you can.” Keep remaining zombies able to chase and attack after completion, but disable shooting once completed. Display a top-right dark translucent HUD panel with “HP 100 · ZOMBIES 9” initially, updating HP (clamped to 0) and the count of living zombies. Use a dark translucent rounded top-left panel with green uppercase title “DEAD RUN,” a fixed centered crosshair, temporary center-bottom status messages, and bottom-center help text “WASD / arrows to move · Space jump · click or FIRE to shoot.” The FIRE button should be red, circular, white outlined, labeled FIRE, and briefly visually respond when pressed. Briefly flash/tint the background warm brown when firing. Animate player idle/walk and zombie idle/walk/death clips, rotate the extraction pad/beacon slowly, use fog, shadows, and responsive full-screen canvas rendering. Keep the visual style and UI faithful to the supplied screenshot: simple blocky low-poly geometry, small stylized characters, sparse dark street, large green skull-marked-looking truck/container visuals if available in the asset set, and compact mission/status overlays.

More free browser games

Browse the whole Arcade →