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Arcade › Dead Zone
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sebastian Clark built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dead Zone yet. Play it, then tell Sebastian Clark what you would add next.
Dead Zone was built by Sebastian Clark 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 Zone 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-playable first-person 3D survival shooter titled “Dead Zone.” Use a dark, muted quarantined-city setting with a teal-gray sky/background, fog, soft shadows, and a bleak abandoned urban block layout. The player starts at ground level near the center of a large open area, with a first-person camera and a small pale green crosshair fixed at screen center. Build the environment from a broad asphalt-like ground plane and several long parallel road strips, surrounded by simple low-poly concrete/gray and reddish-brown brick ruin blocks: tall rectangular building remnants around the perimeter and scattered short rubble-like rectangular obstacles. Use subdued green-gray materials, directional daylight, atmospheric fog, and a restrained cinematic low-saturation look. Show an opening overlay before play: a dark translucent full-screen backdrop and centered bordered panel reading “DEAD ZONE,” with the description “First-person survival in a quarantined city. Stay moving, keep the dead at distance, and make every round count.” Include an “ENTER THE ZONE” button. After starting, hide the overlay and lock/use the mouse for first-person look. Support WASD movement, mouse look, Shift sprint, and Space jump. The player has 100 health, 12 rounds of ammo, and starts with 0 kills and 3 soldier reserves. Display a fixed HUD in the upper-left with the exact live counters “HEALTH [value] · AMMO [value] · KILLS [value] · SOLDIERS [value]” in a dark translucent box with a thin pale green accent line. At the bottom center show “WASD move · mouse look · click fire · Shift sprint · Space jump.” Put a top-right button labeled “SEND SOLDIERS [E]”; pressing E or clicking it consumes one reserve and sends a group of three friendly soldier characters into the world near the player. Soldiers run toward the nearest living zombie and attack it at close range, reducing its health over time; successful soldier kills increase the player’s kill counter. Disable sending when there are no reserves, before starting, or after game over. Spawn eight animated low-poly humanoid zombies around the city at positions distributed in the surrounding streets and ruins. They should visibly walk/run toward the player, rotating to face the player, and attack when within roughly melee distance. Each zombie takes two successful hits to kill. A zombie attack deals 8 health damage about every 1.1 seconds, briefly producing a translucent red full-screen damage flash. When killed, hide/remove the zombie and increment KILLS. The player fires from the camera forward direction with the mouse left button, with a roughly 260 ms firing cooldown. Each shot consumes one ammo; if the player tries to fire with empty ammo, refill the magazine to 12 rather than firing. Use a thin, short-lived warm yellow tracer beam from the camera toward the hit point or a maximum distance, and use raycasting so shots only damage zombies actually in the aim direction. Killed zombies should no longer collide, attack, or be targetable. Use animated humanoid zombie and soldier models when available, with walking animation for zombies and running animation for soldiers. Soldiers should spawn in a small line just behind/around the player, pursue the nearest living zombie, and deal one damage approximately every 0.65 seconds once close enough. Soldiers are allies and should not harm the player. Keep the experience focused on continuous survival in the open city: no invented objectives, pickups, waves, inventory, or extra weapons. When health reaches zero, stop gameplay and show a dark reddish-black full-screen game-over overlay with the heading “OVERRUN,” text of the form “You took down [kills] infected before the zone fell.” and a “TRY AGAIN” button that reloads/restarts the game. Use responsive fullscreen rendering and preserve the minimalist dark HUD/UI styling, pale green start/action accents, and amber soldier button.