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Arcade › Dead Street
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Unknxwn-o- built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dead Street yet. Play it, then tell Unknxwn-o- what you would add next.
Dead Street was built by Unknxwn-o- 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 Street 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.
Rebuild a playable browser game titled “Dead Street”: a dark, cinematic first-person survival shooter set in a foggy abandoned town. Use a Three.js-style 3D scene with a first-person camera positioned about 1.72 units above the ground, initial position near the end of a straight road, and a wide adjustable perspective FOV starting at 92. The environment should be extremely dim and moody: near-black blue-green sky/background, exponential gray-green fog, dusty low-poly asphalt, a long dark road running into the distance with faded yellow center dashes, scattered angular rubble, and abandoned buildings lining both sides. Include blocky boarded-window buildings such as an abandoned clinic, burned corner store, motel block, collapsed garage, and town hall, plus a few surviving house models, red/rusted shipping containers, barrels, and sparse streetlights with warm yellow pools of light. Use shadows, soft lighting, filmic/ACES-like tone mapping, and muted gray, brown, olive, and green colors to create the deserted-town atmosphere. The player carries a rifle in a visible first-person viewmodel: show simple bare forearms, dark sleeves and gloves, and a rifle angled in the lower-right foreground. Add subtle breathing sway and recoil kick, a brief warm muzzle flash/light, and a centered glowing pale-green four-pronged crosshair. The player can move freely within the town bounds, with collision against buildings/containers, using WASD or arrow keys; Shift sprints. Mouse movement controls look after clicking/pointer-locking the canvas, with vertical pitch clamped. Left click or Space fires, R reloads, and [ / ] lower or raise FOV in bounded steps. Implement touch controls too: a left virtual joystick for movement, dragging the right side of the screen to look, a circular FIRE button, and an R reload button. The core loop is wave-based zombie survival. Start with an overlay modal reading “DEAD STREET” and describing the abandoned-town FPS controls, with an “ENTER TOWN” button. On start, spawn wave 1 with 4 + 2×wave zombies at random positions roughly 26–52 units away, mostly down the road/in front of the player. Use varied zombie models (basic, chubby, ribcage variants, or equivalent low-poly infected models), with randomized olive/gray skin tints, rough materials, small dark-red wounds, and sickly glowing eyes. Zombies have walking animations, approach the player directly, rotate toward the player, and damage the player at close range on an attack cooldown. Give them roughly 90–130 HP; each rifle hit deals 38 damage, and a successful raycast shot produces a brief red blood hit spark. Misses can make a small warm bullet-impact spark. Dead zombies play a one-shot death animation and are removed after a short delay. The rifle has a 30-round magazine and 90 reserve rounds at the beginning. Fire no faster than about one shot per 105 ms; firing consumes one round, automatically attempts reload when empty, and reload takes about 0.9 seconds, filling the magazine from reserve. Display a brief “Reloading...” toast. Each zombie kill increments kills. When all zombies in a wave are dead, increment the wave, grant 20 reserve rounds and up to 10 extra magazine rounds, spawn the next larger wave, and show a short message such as “Wave 2 entering the town.” Zombies should be attracted/able to reach the player, and attacks reduce health by 8 + 2×wave. Start health at 100; flash a red edge vignette on damage. At zero health pause the game and show a “YOU DIED” overlay stating how many infected were cleared, with a RESTART button that resets health, ammo, kills, wave, and zombies. Create a clean HUD over the scene. In the upper-left show translucent dark glass panels labeled HEALTH, AMMO, KILLS, and WAVE, with initial values 100, 30 / 90, 0, and 1; optionally include a fifth FOV panel showing 92 and updating with the bracket controls. Use condensed futuristic sans-serif typography, pale gray-white text, subtle green glow, thin translucent borders, and shadowed panels. Keep the crosshair centered, add a red damage vignette around the screen edges, and keep the modal/toast overlay centered with a dark translucent blur and green gradient buttons. The result should feel like a sparse, low-poly, atmospheric abandoned-town FPS rather than a bright arcade shooter.