Appearance
Arcade › Deadnight Hold
Click the game above and it runs right here in your browser. No download, no installer, no account needed. tajmalik310 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Deadnight Hold yet. Play it, then tell tajmalik310 what you would add next.
Deadnight Hold was built by tajmalik310 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 Deadnight 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 browser-based Three.js first-person survival shooter titled “Deadnight Hold.” The player is in a broad, enclosed circular combat settlement viewed from eye level through pointer-lock FPS controls. The visual style is low-poly and stylized: use a bright blue daytime sky with light atmospheric fog and clouds, a large blue-gray circular ground arena, a pale ring-shaped road/path, and a perimeter barrier. Populate the settlement with simple geometric buildings around the outer ring: pastel blue rectangular houses with reddish pyramid roofs and glowing cyan windows, tall blue-gray cylindrical towers/pillars, scattered large crates, and parked low-poly cars in alternating red and blue with dark tires. Use strong directional sunlight, soft shadows, and clear silhouettes. The code screenshot may appear dark depending on rendering, but the intended world geometry and materials are bright daytime colors. Make the core loop endless survival: the player starts at the center area with 100 health and must survive continuous incoming waves of human-like low-poly raiders. Spawn ordinary red-clothed humanoid enemies around the outer perimeter (roughly 42–58 units away); they continuously run directly toward the player and damage them on contact, with a cap on the number of ordinary enemies that rises with difficulty. Increase difficulty every 20 seconds by making raiders tougher, faster, and more numerous. Every 35 seconds, when no boss is alive, spawn a giant boss raider at the perimeter; after 90 seconds, spawn two bosses per boss wave. Cycle bosses through three giant variants: purple “Titan,” gold/orange “Bruiser,” and toxic green “Mutant,” each much larger than normal raiders, with a small rotating gold crown, large health pools, and different speed/damage values. Display the current boss name and health, or a countdown to the next boss. Use a simple blocky humanoid model for enemies: rectangular torso, cube head, thin rectangular arms and legs, and a transparent capsule hitbox. Ordinary enemies have red/pink clothing, peach skin, and dark blue legs. Friendly blue humanoid allied bots (four of them) orbit and roam around the player, automatically selecting nearby enemies and applying ranged damage every fraction of a second; they do not need visible weapons. Defeated enemies award score and drop a floating, slowly spinning cube pickup. Most drops are weapon-specific blue ammo pickups; some are green health kits that restore 30 health up to the 100 cap. Bosses drop extra pickups. Give the player a visible simple low-poly firearm in the lower-right foreground: dark metal rectangular gun body, gray barrel, black grip, and a glowing colored accent/muzzle flash that changes by weapon. Center a white crosshair and briefly show a white hitmarker when a shot hits. Use camera raycasting/hitscan shooting with per-weapon spread, range, fire delay, pellet count, damage, recoil/kick, muzzle flash, and reload timers. Left-click fires once per click, consuming one round; if empty, initiate reload. R reloads the current weapon. Implement nine selectable weapons with number keys: 1 Rifle (36 magazine, 240 reserve, hard-hitting all-rounder); 2 Shotgun (12 magazine, 84 reserve, 9 pellets); 3 SMG (48 magazine, 320 reserve, rapid fire); 4 DMR (18 magazine, 120 reserve, precision high damage); 5 Pistol (20 magazine, 150 reserve); 6 Grenade Gun (28 magazine, 168 reserve, splash damage); 7 Rocket Launcher (10 magazine, 60 reserve, large splash damage); 8 Plasma Cannon (24 magazine, 144 reserve, energy-colored splash damage); 9 Cluster Shotgun (16 magazine, 96 reserve, four pellets plus mini-explosion splash). The last four explosive weapons should visibly use distinct orange, gray/red, cyan, and yellow accents. Use raycast hitboxes so direct hits damage enemies, and explosive weapons also damage nearby enemies with distance falloff. Add movement and abilities. WASD or arrow keys move on foot; mouse looks around; Shift sprints; Space jumps with gravity. Keep the player inside the circular arena. Q performs a forward dash of about 9 units with an 8-second cooldown. E emits a radial pulse that damages nearby enemies within about 12 units, with a 14-second cooldown. F instantly restores 40 health with an 18-second cooldown. Show ability readiness/countdowns. Clicking the page locks the cursor; Esc releases pointer lock, and clicking again re-enters. Add simple synthesized weapon/impact/ability sounds after user interaction. Implement usable parked cars. Press G near a non-destroyed car to enter, and G again to exit. While driving, WASD/arrows steer and accelerate/reverse the car, with a capped speed and arena-boundary collision damage; the camera follows just above the car. Cars have 140 integrity, can be damaged by touching raiders/bosses or scraping the barrier, and can be destroyed; hitting enemies at speed damages them. Display either “On Foot” or car HP in the HUD. Reset cars on restart. Build a fixed HTML HUD over the canvas. At the upper left/top, use translucent dark blue rounded panels showing Health, Ammo, Weapon, Boss, Car, Ability, Score, and Time. The screenshot’s compact HUD shows health, ammo, score, and time, while the full game HUD should include the additional weapon/boss/car/ability panels. Show a lower-center message pill with instructions such as “Click to lock cursor and survive,” “Survive. Click to fire — R to reload,” state changes, pickups, reloads, boss warnings, and cooldown use. Show a loadout legend for keys 1–9 and an ability legend for Q/E/F. When health reaches zero, stop the run, unlock the cursor, show a centered dark translucent “You Died” panel with final score and “Press Enter to restart”; Enter resets health, score, timers, difficulty, enemies, pickups, weapon ammo, abilities, and cars. Include survival time and score progression, and expose getGameState/setGameState style state access if supported by the creator.