Skip to content

Arcade › Deadlight Arsenal

Deadlight Arsenal

  • 3d
  • top-down
  • survival
  • shooter
  • zombies
  • roguelike
  • arcade
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Albert Brownlee built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Deadlight Arsenal yet. Play it, then tell Albert Brownlee what you would add next.

Make your own game

Deadlight Arsenal was built by Albert Brownlee 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 Deadlight Arsenal 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 Deadlight Arsenal

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 3D top-down survival shooter called “Deadlight Arsenal.” Use Three.js with an orthographic camera looking down at a dark wasteland arena; keep the player centered with the camera following them. The world is a large square charcoal/blue-green ground plane with a subtle square grid, fog, soft warm directional lighting, shadows, and a moody post-apocalyptic presentation. Keep movement and combat readable from an elevated angle.

On launch, show a full-screen dark radial-gradient start overlay with a bordered card, the large gold title “DEADLIGHT ARSENAL,” the text “Survive the wasteland, collect XP, and build a loadout from 50 weapons.” and a “START RUN” button. The run does not begin until that button is clicked. After starting, show a fixed HUD: top-left title panel and subtitle “Roguelike apocalypse prototype — survive the wave”; top-right stats panel showing countdown time, HP, level, XP progress, armor, wave, score, and the number of living zombies; bottom-left equipped weapon panel showing its index out of 50, weapon type, name, damage, projectile count, and whether shots are standard or piercing; and a bottom-right control hint explaining WASD/arrows, auto-aim plus auto-fire, Q/E weapon swapping, Space dash, and a boss every five minutes. On narrow screens replace the hint with a touch D-pad of four translucent arrow buttons.

The survivor is a simple stylized low-poly character: green sleeveless/cylindrical body, tan spherical head, and a visible orange-brown weapon held in front. Start the player at the center of the map. Move with WASD or arrow keys at roughly 5.2 world units per second, clamp movement to a square boundary about 28 units from the origin, and support the four-button mobile D-pad. Space performs a short 1.8-unit dash in the currently held movement direction. Aim toward the pointer by raycasting to the ground, rotate the survivor toward the pointer, and fire on pointer press. Also implement the actual auto-combat behavior: while the run is active, automatically select the nearest living zombie, aim toward it, and fire whenever the equipped weapon’s cooldown permits. A shot creates glowing colored spherical projectiles traveling across the ground; weapons can have spread, multiple pellets, different projectile speeds, and occasional piercing shots.

Include a large weapon catalog of exactly 50 named weapons, cycling with Q and E. Use these names: Rust Knife, Pipe Club, Hatchet, Fire Axe, Nail Bat, Shovel, Crowbar, Sickle, Machete, Chainsaw, Handgun, Revolver, Burst Pistol, Flare Pistol, Sawed Shotgun, Pump Shotgun, Double Barrel, Scrap SMG, Submachine Gun, Hunting Rifle, Carbine, Assault Rifle, Burst Rifle, Marksman Rifle, Crossbow, Compound Bow, Nailgun, Harpoon Gun, Flamethrower, Molotov, Grenade, Dynamite, Land Mine, Shock Mine, Acid Sprayer, Ice Blaster, Rail Spear, Plasma Cutter, Tesla Coil, Sun Gun, Bone Wand, Blood Scepter, Void Orb, Meteor Tube, Drone Swarm, Razor Disc, Boomerang, Rocket Tube, Blackpowder Cannon, Doom Bell. Give each generated weapon its own damage, fire interval, projectile speed, spread, pellet count, color, and a chance to pierce, based on its catalog position. The starting weapon is the Handgun (slot 11), with a HUD presentation like “11/50 · PISTOL,” “Handgun,” and “Damage 8 · 1 projectile · standard.”

Spawn an initial group of 10 animated low-poly zombie models around the player at roughly 18–34 units away. Zombies should use a walk animation, pursue the player, rotate toward them, and damage the player on contact. Normal zombie HP is in the low dozens and their speed varies slightly. When a projectile hits, briefly prevent repeated hits during a tiny hit cooldown; reduce zombie HP, hide and mark it dead at zero HP, increase score by 10, and drop a glowing cyan/blue XP octahedron at its position. XP gems expire after 20 seconds, are attracted when the player comes within 4 units, and are collected within about 0.65 units. Normal XP grants 5 points of XP. Every 10 kills, increment the wave and add three more zombies.

Track HP starting at 100. Contact damage drains HP over time. When HP reaches zero, reset HP to 100, subtract 50 score without going below zero, reposition living zombies around the map, restore their HP, and show a temporary toast reading “You were overwhelmed — the horde resets.” Track score and kills in the HUD. Run a 20-minute countdown; when it reaches zero, reset the timer and boss schedule and show “20 MINUTES CLEARED — NEW RUN,” rather than ending the game.

At five-minute intervals, up to three times, spawn a larger red-tinted boss zombie, show a toast such as “BOSS 1 INCOMING,” and display “BOSS ACTIVE” in the stats panel while one is alive. Bosses are much larger, have about 900 HP, move more slowly, and deal higher contact damage. Killing a boss adds 500 score, grants 35 XP, and shows “BOSS DOWN +500.”

When XP crosses the current threshold, pause gameplay and show a full-screen “LEVEL UP” overlay with “Choose one upgrade.” Generate three random weapon choices from the 50-weapon catalog plus a fourth “Scrap Armor” choice. Each weapon choice shows its name, type, damage, and fire rate. Selecting a weapon equips it immediately; selecting Scrap Armor adds 20 armor, increases effective maximum HP by 20, and restores 20 HP. Close the overlay and resume gameplay after a choice. Increase the XP threshold by multiplying it by about 1.35 after each level.

Populate the arena with visible low-poly environmental props: several dark metal barrels and wooden crates scattered around the playfield, with cast shadows. Add four distant landmark structures, each made from an octagonal base, a tall colored rectangular tower, and a glowing beacon: “Old Radio Tower” at northwest-ish coordinates, “Water Plant” east/northeast, “Evacuation Beacon” southwest/south, and “Collapsed Mall” southeast/south. Show the nearest landmark name and rounded distance in meters near the top center when within 12 meters. Include a 150x150 minimap at upper-right beneath the stats, with a dark background and border; plot landmarks as tan squares, normal zombies as red/orange dots, bosses as bright red dots, and the player as a cyan circle.

Use a dark teal/charcoal palette, gold-orange borders and typography, off-white HUD text, red-orange warning accents, cyan XP/projectile accents, translucent black HUD cards with rounded corners, and restrained glow. Keep the scene and HUD clean and game-like, matching the supplied screenshot’s top-down low-poly zombie-survival appearance. Include short fading toast notifications for run start, weapon changes, boss events, boss kills, and the run reset/clear messages. Ensure the game is playable with keyboard, mouse/pointer, and mobile touch controls, and preserve the core rule that aiming and firing are largely automatic once the run starts.

More free browser games

Browse the whole Arcade →