Lucia Ferrari
starting with an actual prep day is so nice, that really changes the whole loop :) does day 1 stay pretty chill so you can scout a bit, or does hunger still push you hard right away?
Arcade › Deadwood Days
Scavenge a wider forest through a free prep day, then survive harder zombie nights with crafted weapons, shelters, campfires, and up to three tamed wolves. Explore cabins, chop trees, gather scrap, manage hunger and health, and build before the horde arrives.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matthew Rennie built it with Cinevva, so it works on a phone or a tablet too.
starting with an actual prep day is so nice, that really changes the whole loop :) does day 1 stay pretty chill so you can scout a bit, or does hunger still push you hard right away?
Deadwood Days was built by Matthew Rennie 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 Deadwood Days 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 third-person 3D zombie survival game called "Deadwood Days" set in a procedurally populated forest. Use a low-poly art style with Quaternius character models and nature assets. **Camera & Perspective:** Third-person follow camera positioned behind and above the player (about 10 units back, 8 units high). Camera rotates around player using mouse drag or right joystick. Smooth follow with lerp. View angle approximately 62° FOV. **Player Avatar:** Human survivor character (tan skin tone, larger scale ~1.12x for visibility) spawning at world center. Animated with idle, run, punch, sword slash, and shoot animations. Player has a visible facing direction and equips different weapon models. **Art Style:** Low-poly 3D using Quaternius GLB models. Dark forest atmosphere with mossy green ground (color 0x1c3c24), dark blue-green sky (0x0b1610), atmospheric fog (24-118 units). Trees (green Tree_1 and gray DeadTree_1), rocks, wolves, zombies (male/female variants). Procedural cabins with brown wood walls, dark roofs, crafting benches. Ground clutter includes grass patches, flowers, plants, fallen sticks. Pickups shown as colored boxes or weapon models with glowing yellow ring halos beneath them. **Core Mechanic:** Survive progressively harder zombie nights while managing hunger and resources. Day 1 is a preparation day with no zombie spawns. Starting Day 2, zombies spawn during dusk and night phases. Every 3rd day is a major "HORDE" with 12+ zombies plus 8 per horde level. Non-horde nights spawn 3-7 zombies depending on day number. Day/night cycle lasts 76 seconds per day (morning 32%, day 58%, dusk 76%, night 100%). Lighting and fog adjust dynamically - darker and closer fog at night, brighter during day. **Controls:** - Desktop: WASD to move, mouse drag to rotate camera, spacebar or click to attack, E to pick up items/tame wolves, C to open crafting menu, I for inventory, B to use bandage, R to restart - Mobile: Left joystick moves player, right joystick rotates camera, separate buttons for HIT (attack), PICK (pickup), TAME (tame wolf), CRAFT, INVENTORY **Resources & Hunger System:** Player has HP (100/100 starting, shown as green bar), Hunger (100/100, shown as orange bar), Ammo, Wood, Scrap, Meat/Food, Bandages, Medkits. Hunger drains continuously (0.16/sec on Day 1 prep, 0.58/sec day, 0.9/sec night, 0.32/sec near campfire). When hunger hits 0, player takes 4 damage every 1.2 seconds with "Starving" message. Eating meat/fish restores +18 hunger. **Weapons & Combat:** - Fists (default, 14 damage, 1.65 range, 0.48s cooldown) - Axe (34 melee damage, 2.45 range, 0.62s cooldown, also chops trees faster - 42 damage vs 12 for fists) - Sword (42 melee damage, 2.8 range, 0.52s cooldown) - Bow (32 ranged damage, 13 range, uses ammo, 0.42s cooldown with shot tracer line) - Crossbow (46 ranged damage, 18 range, uses ammo) - Rifle (52 ranged damage, 16 range, uses ammo, yellow tracer) - Fishing Rod (use near pond to catch fish/meat, 1.2s cooldown) **Zombies:** Five types spawn from edge of map (62-88 units radius): - Shambler: Basic zombie, 32+day×5 HP, slow (2.15+day×0.13 speed), 9 damage - Runner: Faster but weaker (×0.78 HP, +1.25 speed), 7 damage, 28% spawn chance day 2+ - Brute: Large (1.24 scale), tanky (×2.1 HP), slow (×0.78 speed), 17 damage, spawns day 3+ - Giant: Huge (1.75 scale), very tanky (×3.2 HP), very slow (×0.62 speed), 25 damage, rare 11%+ spawn day 3+ - Armored: Gray tint, 7 armor reduction, ×2.0 HP, 14 damage - Poison: Green tint, leaves green circular poison trail puddles (1.05 radius) that deal 3 damage/second for 5 seconds if player stands in them Zombies path toward player, collide with obstacles (trees, rocks, buildings), play Walk/Run animation while moving, Punch animation when attacking (0.82-1.15s cooldown), RecieveHit when damaged, Death animation on kill. Drop loot (34% chance): scrap, meat, or ammo. **Wolf System:** 6 wild wolves spawn at start, roaming forest. Stand near wild wolf with meat in inventory and press E/TAME to tame (costs 1 meat). Maximum 3 tamed wolves at once. Tamed wolves follow player in formation (1.4 unit radius offsets), auto-attack zombies within 7.5 units (22+day×2 damage, 0.9s cooldown), play Gallop when chasing, Attack animation when biting. Wild wolves have 55 HP, tamed wolves reset to 85 HP. Wolves die when HP reaches 0 (Death animation). **World Layout:** - Forest floor (240×240 plane) with procedural terrain bumps - 145 vegetation patches (grass, plants, flowers) scattered randomly - 72 fallen sticks on ground - Fishing pond at position (-38, 0, -24) with 7.5 radius, blue-tinted water, shore ring, fishing rod and fish pickups nearby - 54+ trees (mix of green Tree_1 and gray DeadTree_1) - can be chopped for wood. Trees have HP (55 for green, 42 for dead), drop 2 or 1 wood respectively plus chance for scrap. Trees respawn after 75-120 seconds. - Rocks scattered (cannot be destroyed) - Three cabins at fixed positions: main cabin (34, 18), north cabin (-44, 38), east cabin (62, -46) **Cabins:** Brown wooden structures with floor, 4 walls, A-frame roof, open door (shown open at angle). Interior has crafting bench (dark wood with metal tools on top). Box colliders on walls prevent walking through. Stand within 3.1 units of any cabin bench to access bench-only crafting recipes. **Crafting System:** Press C to open craft menu. Shows available recipes based on location: - Field crafting: Campfire (3 wood + 1 scrap), Shelter (8 wood + 3 scrap), House (16 wood + 6 scrap) - Bench crafting (at cabin): 2 Bandages (2 scrap), Backpack (2 wood + 3 scrap) - House crafting (inside built house at dusk/night): Sleep in bed **Campfire:** Placed 1.8 units in front of player. Three brown logs arranged in triangle, orange cone flame mesh (animated scale/brightness flicker), orange point light (2.6 intensity, 16 range). Reduces hunger drain to 0.32/sec within 8 unit radius. **Structures:** - Shelter: 5.2×4.4 floor, back wall, two front posts, angled roof, open door flap. Creates box colliders zombies path around. - House: 7.5×6.3 floor, 4 walls with door opening in front, A-frame roof (hides when player near), usable bed inside. Door shown open. Stand inside house at dusk/night and use Craft → Sleep to skip night (removes all zombies, advances to next morning). **Pickups:** Glowing items on ground with yellow ring halos (0.52-0.63 ring radius), slowly rotating and bobbing (sine wave). Auto-collect when within 1.05 units or press E. Types: weapons (axe 3D model, rifle 3D model, sword/bow/crossbow/fishing rod as colored stick shapes), ammo (gray-tan box, +7-11 rounds), wood (brown logs model), scrap (gray metal box), meat/fish (red/blue boxes), bandage (beige with red cross), medkit (white with red cross, +35 HP instant +1 stored), backpack (increases carry capacity). **HUD Display (top-left):** Line 1: "Day [number] · [PHASE] [0-100]%" Line 2: "Health [current]/[max]" with green progress bar below Line 3: "Hunger [current]/100" with orange progress bar below Line 4: "Weapon [name] · Ammo [count] · Bandages [count]" Line 5: "Wood [count] · Scrap [count] · Food [count] · Wolves [tamed]/3" Line 6: "Kills [count] · Score [points]" and special status messages like "HORDE NIGHT", "At crafting bench" **Floating Messages:** Centered on screen in dark semi-transparent box with white text. Shows for 1-2 seconds. Examples: "Prep Day — no horde until Day 2", "Tree cut down — wood dropped", "Dusk — night wave incoming", "Starving — find meat", "Wolf tamed — it will fight for you". **Game Over:** When HP reaches 0, show centered overlay "GAME OVER" with stats "You lasted [X] days and killed [Y] zombies. Final score: [Z]." Restart button returns to Day 1. **Mobile UI:** Bottom-left large circular joystick with inner nub. Bottom-right: large HIT button (red), TAME button (blue), PICK button (olive green), smaller CRAFT and INVENTORY buttons. Right side has look joystick for camera rotation. **Inventory Panel:** Toggleable overlay showing grid of item cards. Each card displays emoji icon, item name, quantity. Weapons have "Hold" button to equip (changes to "In hand" when equipped). Consumables (bandage, medkit) have "Use" button. **Lighting:** Hemisphere light (cyan-tinted sky 0xc5ffd8, dark ground 0x172112, intensity 1.25-0.62 day/night). Directional sun (-18, 34, 15 position, warm 0xfff1bd, intensity 3.6 day down to 0.55 night, casts shadows). Point light moon (0, 18, 0 position, cold blue 0x89b6ff, intensity 0.5-2.9 night). **Particle Effects:** When hitting zombies or chopping trees, spawn 6 small spheres that fly outward with random velocity, fade out over 0.42 seconds. Yellow sparks (0xfff0a0) for player hits, cyan sparks (0x8ee6ff) for wolf hits, tan sparks (0xdeb56f) for tree chops. **Safe Ring:** Yellow semi-transparent ring (7.5-8 radius) on ground at world center (0,0), marks starting safe zone visually. **Score System:** Kill zombie: +12 points (player), +8 points (wolf ally). Track total kills and cumulative score. Display in HUD. **Special Day Messages:** Day 1 shows "Day 1 — scavenge before night" with instruction banner. Day 2 unlocks rifle spawn. Every 3rd day announces "HORDE" with bigger wave (12 + horde_level×8 zombies). Longer day messages emphasize "scattered zombies" vs "light trickle" vs "HORDE".