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Arcade › Dead Station
Click the game above and it runs right here in your browser. No download, no installer, no account needed. zlot3d built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dead Station yet. Play it, then tell zlot3d what you would add next.
Dead Station was built by zlot3d 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 Station 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 first-person 3D horror shooter called “Dead Station” using Three.js. Render a very dark, narrow sci-fi station corridor in first-person perspective with a 72-degree perspective camera, blue-black background/fog, strong vignette, dim cool moonlike lighting, cyan panel accents, and ominous red lights/trim. Build the corridor from a long dark metal floor, two dark hull walls, a ceiling, repeated thin cyan ceiling panels, red strips along both side walls, and several distant bulkhead frames. The corridor should extend far into the negative Z direction and feel industrial, empty, and claustrophobic. At game start, show a centered outlined button reading “ENTER THE STATION” over the scene. The HUD remains visible: upper-left translucent dark panel with the title “DEAD STATION” and the hint “WASD / arrows · mouse look · click to fire · space jump”; a small glowing white/cyan crosshair at screen center; a dark radial vignette; bottom-left red text “VITALS 100 // KILLS 0”; and bottom-right white text “AMMO 12”. Clicking the start button (or pressing Enter) begins play and hides the button. Clicking the game view should capture the mouse for FPS look. Support WASD/arrow movement, mouse look, and space to jump, with gravity and floor collision. Use a movement speed around 3.5, jump speed around 7, and gravity around -22. Attach a compact futuristic pulse-cutter weapon to the lower-right of the camera: a small dark metal rectangular body with a bright cyan glowing blade/energy strip. Left mouse click fires, with a roughly 180 ms fire cooldown. Each shot consumes one round from a magazine of 12; when empty, display a temporary message “RELOAD — press R”. Pressing R instantly refills ammo to 12. Briefly intensify the weapon’s cyan glow on firing. Show temporary centered-lower status messages for events, including “CLICK THE GAME VIEW TO CAPTURE MOUSE — CUT THE LIMBS.” at start, “HEAD SEVERED”, “ARM CUT”, “LEG CUT”, and death/reload messages. Place exactly three humanoid zombie enemies in the corridor, initially around x=-2.2,z=-12; x=2.2,z=-19; and x=0,z=-27. Use animated low-poly zombie humanoid models with a greenish/dark appearance, scaled about 1.18, facing toward the player, with idle animation. Give every enemy 3 hit points and track head, arm, and leg limb states. Use a center-screen raycast for shooting: if the crosshair intersects an enemy, hits above about y=1.35 are head hits that immediately kill the zombie and show “HEAD SEVERED”; hits around y=0.78–1.35 disable an arm and remove one HP, showing “ARM CUT”; lower hits disable a leg and remove one HP, showing “LEG CUT”. A zombie dies when its HP reaches zero; play its death animation, stop its normal action, leave it in the corridor, increment the KILLS counter, and spawn a small blood pool at its feet. Non-head limb hits should require additional shots if the enemy survives. Use a dark sci-fi red/cyan lighting palette rather than bright daylight. While alive, zombies should animate and move toward the player whenever within 12 world units, advancing slowly along the corridor (about 0.42 units per second) and turning to face the player. If a living zombie comes within 1.45 units, continuously damage the player at about 9 vitality per second. Update the bottom-left HUD live as “VITALS <rounded health> // KILLS <count>” and update ammo live. Start with 100 vitality. At zero vitality, stop gameplay and display “YOU DIED — press Enter to restart” as a temporary-style message. Preserve the dark corridor, first-person weapon, crosshair, HUD, enemy animations, raycast limb shooting, limited ammo, reloading, blood pools, and proximity damage as the core experience. Do not add unshown weapons, pickups, levels, objectives, inventory, or extra enemy types; the implemented scene has three approaching zombies and no separate victory screen or explicit win condition.