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Dead Signal

  • 3d
  • third-person
  • sci-fi
  • survival
  • exploration
  • collectathon
  • timed
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Made by Hayabuza, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Dead Signal was built by Hayabuza 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 Signal 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 Dead Signal

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 “Dead Signal,” a short third-person 3D survival/exploration game set on a quiet moon outpost. The playable scene is a small circular, flat landing-pad-like moon platform in a dark blue-black starfield, viewed from behind the astronaut with a follow camera. Use a cool, subdued sci-fi palette: navy space and atmospheric fog, slate-blue gray ground, pale blue moonlight, and bright cyan emissive signal elements. The platform has a thin glowing cyan ring near its outer edge, small segmented panels around its perimeter, and scattered angular gray rocks just beyond the edge. Put a small beacon at the platform’s center: a dark metal tapered spire supporting a brilliant cyan faceted crystal, surrounded by several thin rotating/pulsing holographic halo rings. An evacuation spaceship is parked on a marked circular pad toward one side of the platform. Place exactly three collectible glowing cyan echo-fragment crystals, each a floating faceted shard with a thin luminous halo and faint vertical light beam, at separated locations around the platform. The player is a small astronaut in a space suit, starting near the platform’s edge, opposite the ship; use a third-person perspective that follows the character and supports looking around. Allow movement with WASD or arrow keys, camera look by mouse/drag, and jumping with Space; provide equivalent on-screen touch controls on mobile. The core objective is to collect all 3 echo fragments, then reach the ship, all before a 40-second countdown reaches zero. Count a fragment when the astronaut gets close to it; hide it, increment the 0/3 counter, and show a brief centered cyan-glow message. The ship only completes the escape after all three fragments are recovered and the player reaches it. At 20 seconds, make the central beacon visibly flare brighter and pulse, increase its cyan light, and show the message “The signal is answering” with the subtitle “Something is waking below the ice.” If the timer expires first, show a defeat screen; if the player gathers all fragments and reaches the ship in time, show a completion screen. The opening screen should overlay and dim the live scene with a centered dark translucent rounded card bordered subtly in cyan. The card has a small uppercase eyebrow “A 40-SECOND SURVIVAL SLICE,” a large two-line “Dead Signal” title, brief narrative about the vanished crew and beacon transmitting the player’s name, a cyan-accented objective box explaining the 3 fragments and 20-second signal wake-up, a bright pale-cyan “DROP IN” button, and compact control hints. During play, keep a restrained translucent HUD at the top: left brand “DEAD SIGNAL / MOON OUTPOST 09,” right-side “ECHO FRAGMENTS 0 / 3” and a gold-tinted MM:SS countdown starting at 00:40. Use crisp modern sans-serif typography, subtle glassy dark panels, cyan highlights, soft atmospheric fog, sparse stars, and understated cinematic sci-fi lighting. End screens retain the same card style, with “TRANSMISSION COMPLETE / You made it.” on victory and “OUTPOST LOST / Signal goes dark.” on failure, plus a “RUN IT BACK” restart button. Keep the scope focused on this timed collect-and-escape run; do not add enemies, weapons, extra collectibles, or other objectives.

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