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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. felixleonhintz 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 felixleonhintz what you would add next.
Dead Sector was built by felixleonhintz 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 3D zombie survival shooter titled “Dead Sector,” with a dark, abandoned city street at night. Use a body-camera/FPS perspective with a centered white plus-shaped crosshair and a weapon model visible in the lower-right foreground. The player is represented by a zombie-apocalypse character model (the body itself can be hidden from the first-person camera), starts at the center of the street, and begins with a pistol. The environment should be a large flat asphalt-like ground plane with a tiled dark road, pale lane/sidewalk strips, low-poly abandoned block buildings lining both sides, streetlights, very low ambient blue-gray lighting, a red point light near the distance, heavy dark fog, shadows, and an almost black navy/gray color palette. Keep the presentation stark and cinematic, matching a low-poly survival-horror game rather than a bright arcade game. Core gameplay: continuously spawn hostile zombies around the player at a distance of roughly 26–44 world units. Zombies use humanoid low-poly models and run directly toward the player; include two visible enemy types: standard zombies and occasional larger/chubby heavy zombies. Standard zombies have 1 hit point and move at about 1.8 units/second, while heavy zombies have 3 hit points and move more slowly at about 1.3 units/second. When a zombie reaches approximately 1.8 units from the player, it damages the player continuously: standard zombies deal 7 HP/second and heavy zombies deal 12 HP/second. Start the player at 100 HP. End the game at zero HP and show a German defeat message, “DU BIST GEFALLEN — R zum Neustart”; allow R to reload/restart. Shooting should use the centered crosshair and a camera raycast: clicking the mouse fires instantly at the object under the crosshair, with no need for visible bullet projectiles. On desktop, left mouse click shoots; support WASD movement, mouse FPS looking, Shift sprinting, and Space jumping through the FPS controls. On mobile, show touch controls: a red circular “FEUER” button in the lower right, a “SPRUNG” button, and a rectangular “SHOP” button. The fire button should shoot, the jump button should trigger a jump, and the shop button should open the weapon shop. Shooting has weapon-specific cooldown, damage, and spread behavior: pistol damage 1, 380 ms fire interval, tight spread around .018; rifle damage 2, 150 ms interval, tighter spread around .012; shotgun damage 4, 650 ms interval, broad spread around .12. A single raycast hit should damage the targeted zombie; remove zombies when their HP reaches zero. Progression: start at wave 1, with four zombies initially spawned. Add another zombie on a timer, approximately every 2.8 seconds at wave 1, reducing the interval as waves increase but never below about 0.55 seconds. Limit the active population to approximately 5 + 2 per wave, capped at 28. Every six kills, increase the wave by one and make subsequent zombies slightly faster and heavy-zombie probability higher. Heavy zombie chance starts around 12% and rises with the wave to a maximum of about 35%. Award 10 credits for a normal zombie kill and 18 credits for a heavy kill. Kills and credits persist during the run. Include a weapon shop HUD panel in the lower-right area on desktop. It should be in German and have the heading “WAFFENHÄNDLER,” show the currently equipped weapon (“PISTOLE,” “RIFLE,” or “SHOTGUN”), and offer Rifle for 120 Credits with the description “mehr Schaden · 120 Credits” and Shotgun for 220 Credits with “Schrot · 220 Credits.” Disable purchase buttons when the player lacks credits or already has that weapon. Buying subtracts the cost, equips the weapon, attaches its low-poly model to the camera in the lower-right foreground, and posts a short notification. Start with the pistol model equipped. HUD styling: use a fixed full-screen overlay with translucent near-black panels, thin semi-transparent light borders, subtle shadow/blur, white and gray sans-serif typography, uppercase labels with letter spacing, and red accents for danger and the wave. Across the top show four stat boxes labeled “Kills,” “Credits,” “Welle,” and “HP,” initially 0, 0, 1, and 100. Place the crosshair exactly at screen center. In the lower-left, show a compact event feed with up to four recent messages such as “SEKTOR 07 — überlebe die Wellen,” “+10 Credits — Zombie erledigt,” and “WELLE 2 — mehr Untote, mehr Tempo.” Along the bottom center show the instruction panel “WASD bewegen · Maus klicken schießen · Shift sprinten · Neue Wellen werden härter.” On small screens, simplify/hide the desktop shop and show the touch buttons while retaining the top stats, crosshair, feed, and bottom instruction. Use German UI text throughout.