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Arcade › Deadlight Hold
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Abdul Manan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Deadlight Hold yet. Play it, then tell Abdul Manan what you would add next.
Deadlight Hold was built by Abdul Manan 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 Hold 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 playable Three.js-style top-down 3D zombie survival game titled “Deadlight Hold.” The player survives as long as possible in a dark, enclosed square arena approximately 36 by 36 world units. Use a high overhead perspective camera centered on the player (camera around 24 units above the ground, looking straight down with a slight perspective), so the arena floor, player, zombies, props, and flashlight direction are visible. The scene should feel low-poly, sparse, and atmospheric: nearly black-blue background and fog, a dark blue-gray rough floor with a subtle glowing grid, dim cool moon/ambient lighting, shadows, and a warm pale-yellow flashlight cone projecting from the player in the direction of aim. Surround the arena with four low dark-gray solid walls, and prevent the player and enemies from leaving the bounds. The player is a survivor character holding a gun, using the Quaternius Zombie Apocalypse Kit survivor model when available; provide a simple pale cylinder placeholder until the model loads. Keep the player at ground level with a soft circular shadow. The player moves at a brisk fixed speed using WASD or arrow keys; on touch devices use a large virtual joystick in the lower-left. Movement collides against arena props and the boundary. The player rotates to face the aim point. Aim with mouse position/click on desktop or touch/right-side drag on mobile; show a small white circular crosshair with cross lines on desktop. The flashlight follows the aim direction, can be toggled, and illuminates a warm cone roughly 22 units long. Start with the flashlight on. Implement limited firearm ammunition. The clip holds 6 rounds and the initial reserve is 18 rounds, with a maximum reserve of 36. Fire with Space, mouse click, or a large mobile FIRE button in the lower-right. Shots have a 0.22 second cooldown and use hitscan: draw a brief fading pale-yellow bullet trace from the player toward the aim point, up to 16 units or until the closest zombie in the line is hit. Each zombie has 2 health, so it takes two shots to kill. Empty clips display a “Reload!” notification if reserve ammo remains, otherwise “Out of ammo!” Reload with R or a mobile RELOAD button, filling the clip from reserve and showing “Reloaded”; show “Clip full” or “No reserve ammo” when appropriate. Spawn animated male zombie models from the four arena edges (or simple green capsule placeholders while assets load). Zombies continuously walk directly toward the player, rotate toward the player, collide with props and boundaries, and slowly become faster over survival time: base speed about 2.15, increasing up to about 1.2 additional speed. Begin spawning at roughly 1.1 seconds, maintain a cap of 6 plus one extra possible zombie per 12 seconds survived, and reduce the spawn interval from about 1.2 seconds toward a minimum of 0.48 seconds. Zombies damage the player on contact within about 1.28 units, dealing 10 health every 0.55 seconds, with a “Zombie hit!” notification. The player begins at 100 health; reaching zero ends the run. Killed zombies leave a dark red circular blood decal on the floor, with at most 18 decals retained, and use a death animation if available. Some kills (45 percent chance) drop a glowing blue ammo pickup worth 6 reserve rounds. Seed four glowing blue ammo boxes near the arena edges at roughly (-13,-2), (13,2), (0,-13), and (0,13), worth 8 rounds each. Additional glowing pickups spawn after 5 seconds and then about every 7–11 seconds, at random radius 10–15 positions, with a maximum of four pickups present; they bob slightly and rotate. Walking within about 1.2 units collects one, adds 6 rounds or occasionally 10, clamps reserve to 36, and shows a “+N ammo” banner. Scatter the arena with environmental cover and decoration: eight barrels placed around the map (use the Quaternius barrel model when available, otherwise low-poly gray cylinders), plus six brown crate obstacles around the outer areas. Give props shadows and make them physically block movement. Include fog, soft shadows, blood decals, the grid floor, dark enclosing walls, and the warm flashlight cone as the primary visual mood. Do not add waves, special zombie types, objectives, barricades, traps, sound, music, or rooms; the core loop is strictly endless survival, shooting, reloading, collecting ammo, and staying alive. Create a fixed HUD over the game. At the upper-left show four rows: Health, Ammo, Kills, and Time, with large light text and pale yellow values. Show initial values Health 100, Ammo 6 / 18, Kills 0, Time 0.0s, and update continuously with survival time in seconds to one decimal. On desktop, include a small instruction line: “Move with WASD or arrows. Aim with mouse or right-side drag. Click / tap FIRE. R reloads, F toggles the flashlight.” Use a translucent dark rounded panel with subtle border and blur. Centered notifications should appear briefly for reloads, ammo pickup, flashlight state, and hits. On mobile or narrow screens, use a full-screen touch-friendly layout: the stats panel spans near the top with rounded dark translucent styling; hide the desktop crosshair; show a translucent circular joystick at bottom-left with a pale-yellow knob; and stack three round translucent buttons vertically at bottom-right labeled LIGHT, RELOAD, and FIRE. On desktop, the mobile controls may remain hidden. At the initial state, darken the game with a centered rounded overlay card titled “Deadlight Hold,” text reading “Survive the dark. Your flashlight shows the path, but every shot counts. Hit start, keep moving, and scavenge ammo boxes before the horde closes in.” and a gold gradient rounded “Start Survival” button. Starting resets player position, health, ammo, kills, time, zombies, pickups, blood, and flashlight. When health reaches zero, stop the run and show an overlay titled “You were overrun” with text reporting the lasted seconds and dropped zombie count, and a “Restart Run” button. Pressing Enter should start/restart, and a running game should continue updating player, zombies, pickups, traces, HUD, flashlight, and camera each frame.