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Deadwood Days

  • 3d
  • survival
  • third-person
  • zombie
  • forest
  • crafting
  • mobile
  • endless
0
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How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

Help this game get better

Made by Michel Wurie (Student), with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

Nobody has said anything about Deadwood Days yet. Play it, then tell Michel Wurie (Student) what you would add next.

Your review will be public. Tell the creator what worked and one thing you would improve.

Make your own game

Deadwood Days was built by Michel Wurie (Student) 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.

Read the build brief for Deadwood Days

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.

Recreate “Deadwood Days” as a browser-based 3D third-person survival game using a dark, stylized low-poly forest rendered with Three.js. The camera follows behind and above the player at an over-the-shoulder angle, looking toward the player, with a small crosshair centered on screen. Use a very dark green background and foggy woodland atmosphere, soft shadows, warm sunlight during daytime, and cool blue moonlight at night. Build the world on a large square grassy forest floor approximately 240 by 240 units. Scatter many low-poly trees, dead trees, grass patches, and fallen brown sticks throughout the map, leaving a relatively open starting area. Include three simple wooden cabins with brown walls, floors, dark peaked roofs, and a bench/crafting-bench prop, positioned around the forest. Include a small blue pond with a tan shore ring toward the southwest. Mark the starting safe area with a translucent golden circular ring on the ground.

The player is a stylized low-poly animated casual male character, initially placed at the center of the forest, with idle, walk/run, punch, and other available character animations. Move using WASD or arrow keys; movement is relative to the camera orientation and the character turns in the direction of travel. Drag the mouse to rotate the camera, clamping the vertical viewing angle. On touch devices, show a left virtual movement joystick and a right look joystick. The player begins with 100 health, 100 hunger, 16 ammo, 6 wood, 2 scrap, 3 food, 2 bandages, no medkits, and the Fists weapon. Health and hunger drain over time: hunger declines more quickly during dusk/night, and when hunger reaches zero the player periodically loses health and sees a starving warning. If health reaches zero, stop the game and show a centered dark overlay reading GAME OVER, with the number of days survived, zombie kills, and final score, plus a RESTART button.

Structure time into repeating 76-second day cycles with visible phases MORNING, DAY, DUSK, and NIGHT, and display the current day and phase percentage. Begin at Day 1. During dusk from Day 2 onward, spawn a wave of zombies around the outer forest; every third day is a larger “HORDE NIGHT.” Continue spawning additional zombies during night subject to a population cap. Zombies are low-poly animated undead that pursue the player through the forest. Include Shambler zombies, and progressively introduce faster Runners, stronger Brutes, large Giants, and Armored zombies as days increase. Zombies have health, chase speed, and melee attack cooldowns; they damage the player when close, with Brutes and Giants dealing more damage. Defeated zombies play a death animation, increase the kill count and score, and sometimes drop a floating collectible pickup.

Place six low-poly wolves around the starting region. Wild wolves wander. The player can use the TAME action/key T near a wolf if close and if food is available; consuming one food tames it, up to three wolves. Tamed wolves follow the player in a small orbit/follow formation and are described by the on-screen message as fighting for the player, but retain the simple follow behavior shown by the implementation. Add floating, slowly rotating pickups with golden ring halos: an axe near the start, ammo, food, bandage, wood and scrap pickups. Walk near a pickup and press E or the touch PICK button to collect it. Collecting wood, scrap, food, ammo, or bandages increments the corresponding inventory; collecting the axe changes the current weapon to Axe. Default attacks are performed with SPACE, mouse click, or HIT. Fists use a short melee range and punch animation; preserve the implementation’s close-range hit behavior. If the player has an Axe and attacks without hitting a zombie, allow the attack to cut a nearby tree obstacle and grant one wood, showing “Tree cut down — wood collected.” Retain the displayed weapon/ammo information, but do not invent a separate ammunition shooting system beyond what the mechanics implement.

Provide keyboard shortcuts: SPACE or click to attack, E to pick up, T to tame, B to consume a bandage and restore 25 health, C to show the crafting message, I to open/close inventory, and R to restart. The CRAFT button/key should display the message “Crafting: CAMPFIRE (3 wood + 1 scrap)” rather than creating an elaborate crafting system. The inventory is a dark modal panel with cards showing axe, food, bandages, ammo, wood, and scrap counts; include a CLOSE button. On narrow/mobile screens, show large rounded controls at the lower right in a two-column layout labeled HIT, PICK, TAME, CRAFT, and INVENTORY, plus the two translucent circular joysticks at the lower left and lower center/right.

Use a compact dark translucent HUD panel at the upper left with a pale green “DEADWOOD DAYS” title, current day/phase line, Health numeric value and green bar, Hunger numeric value and orange bar, then text lines for Weapon/Ammo/Bandages, Wood/Scrap/Food/Wolves (of 3), and Kills/Score. Show a centered top banner such as “Day 1 — scavenge before night,” “Day N — scavenge before night,” or “HORDE” on every third day, plus temporary centered notification boxes for events such as pickup collection, wolf taming, bandaging, starvation, tree cutting, and incoming night waves. Keep the visual language restrained and atmospheric: deep forest greens, brown wood, muted blue water and moonlight, pale yellow safe-ring and banners, rounded green UI buttons with light green borders, and low-poly Quaternius-style character, animal, zombie, tree, grass, and axe assets with fog and lighting changing between day and night.”

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