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Arcade › Dead Sector
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Crumbowb 1 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dead Sector yet. Play it, then tell Crumbowb 1 what you would add next.
Dead Sector was built by Crumbowb 1 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 Dead Sector 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 first-person Three.js-style browser game titled “DEAD SECTOR,” an endless wave-survival shooter set in a dark quarantined urban/industrial block at night. Use a perspective FPS camera with mouse look and a centered white crosshair. The environment should be a simple enclosed rectangular sector: a broad dark gray ground plane, a slightly lighter central road running through it, tall solid perimeter walls on all four sides, and roughly ten waist/chest-high rectangular cover blocks scattered around the road. Use a very dark blue-black sky/background, heavy distance fog, cool moonlike blue directional lighting and soft shadows, with a subtle red warning light glow in the distance. Keep the visual style low-poly and stark, with muted charcoal, blue-gray, brown, and occasional rusty colors. The player starts near one end of the sector at ground level and carries a visible first-person shotgun model in the lower-right foreground. Start on a title overlay reading “DEAD SECTOR,” with the description “Endless survival in a quarantined block. Hold the line with two AI teammates while the infected close in.” Include the clarification that teammates are local bots rather than online players, then provide an “Enter the sector” button. Once started, spawn two soldier AI teammates near the player; they stand in the sector, periodically target the nearest zombie within about 18 units, damage it, and turn toward it. They should be visibly modeled soldier characters, while enemies should be visibly animated humanoid zombies. The core loop is endless wave defense. On starting, show “Wave 1 incoming.” Each wave spawns 5 plus the wave number times 3 zombies, one at a time from random positions around the outer area, with short intervals between spawns. Zombies continuously pursue the player, turn toward them, and attack at close range (about 1.45 units), dealing 5 HP every 0.75 seconds. Give each zombie 3 hit points; successful shotgun hits reduce its health, and killing one awards 100 score. When all spawned and active zombies are eliminated, show “Wave N cleared,” briefly pause, then begin the next wave and increase the wave number. The top-right HUD must display the current wave and total remaining count, including not-yet-spawned enemies, e.g. “Wave 1 · 6 remaining.” Implement a shotgun with 12-round magazine, infinite reserve ammunition, one round per click, a short firing cooldown, and hitscan aiming directly through the center crosshair. Clicking fires at the first zombie intersected by the center ray; if the magazine is empty, trigger reload. Reload is also manually activated with R and takes about 0.85 seconds, during which the HUD says “RELOADING…”. Show HP in the lower-left starting at 100, ammo in the lower-right as “12 / ∞,” and award/display score on the game-over screen. Damage should briefly tint the whole screen transparent red. If health reaches zero, stop the game and show a centered dark overlay with “SECTOR LOST,” the wave reached, the score, and a “Try again” button that reloads/restarts the game. Use these controls and display them in a small bottom-center hint: WASD move, mouse look, left click fire, Shift sprint, Space jump, and R reload. Movement should be first-person with normal gravity and jumping. Use a restrained dark UI: translucent nearly-black rounded rectangular pills with thin subtle borders, cyan status text, pale gray hints, red-pink HP text, and yellow ammo text. Keep the crosshair as a simple thin white plus sign. The game should be playable immediately in the browser and should not imply real network multiplayer; the two allies are local AI bots.