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Deadzone Frontline

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5 plays

  • 3d
  • first-person
  • shooter
  • survival
  • waves
  • zombies
  • arcade

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.

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Made by Brother, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Deadzone Frontline was built by Brother 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 Deadzone Frontline 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 Deadzone Frontline

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.

Rebuild “Deadzone Frontline” as a first-person 3D survival shooter in a compact enclosed ruined battlefield. Use a dark, muted military palette (slate gray concrete, desaturated green-gray ground, smoky/foggy distance) with warm daylight and soft cast shadows. Create a broad square arena, roughly 50 units across, bounded on all four sides by low solid concrete barricades. Place a broken line of irregular upright concrete slabs near the far/north edge as ruins and scatter a handful of red/metal barrels around the battlefield. The player starts near the southern part of the arena, holding a rifle visible at lower right in a first-person view; show a simple centered crosshair. Camera is FPS perspective, mouse-look aim and WASD movement; support mobile touch-drag aiming, a mobile movement joystick, and on-screen buttons for firing, reloading, and the weapon bench. Clicking/tapping fire shoots toward the reticle; held fire repeats automatically. Use undead humanoid enemies that spawn around the outer perimeter, run directly toward the player, and attack at close range. Run a repeating survival-wave loop: the first wave has five enemies and each wave adds two more; enemies take two hits in early waves, gaining an extra hit every three waves. Track kills across waves. When all enemies in a wave are eliminated, refill the magazine and grant 15 reserve rounds (reserve capped at 180), then start the next wave shortly afterward. A standard magazine holds 30 rounds; begin with 30 loaded and 90 reserve. Reload with R or the RELOAD button, taking about 1.35 seconds. Enemies damage the player when close, reducing the 100-point armor/health bar by 8 per attack, roughly every 0.8 seconds; when health reaches zero, show a defeated/overrun screen reporting waves and kills and offer redeployment. Provide a weapon bench opened with B or GUN BENCH. Its three toggleable visual attachments are optic (reflex scope), muzzle suppressor, and underbarrel foregrip. The foregrip makes the firing interval faster (about 125ms rather than 175ms); when the suppressor is fitted, approaching enemies move faster but their attacks deal 5 rather than 8 damage. The optic is a visible reflex optic only. Keep attachment choices as toggles between waves/in gameplay as shown, with attachment descriptions and names in the panel. Build the HUD and overlays as sharp, restrained tactical UI: top-left “DEADZONE // FRONTLINE” branding and a gold wave-number box; top-right ARMOR, AMMO, and KILLS counters with gold ammo and red armor accents; centered pale crosshair; bottom-left compact controls hint; bottom-right GUN BENCH, RELOAD, and prominent brick-red FIRE button. Include brief gold toast messages for incoming waves, reloading, empty ammo, and being overrun, and a red edge vignette when the player is hit. On initial load, cover the paused battlefield with a centered dark translucent overlay and bordered panel: gold eyebrow “SURVIVAL ARENA / SECTOR 07,” large white headline “HOLD THE FRONTLINE.”, short deployment instructions, and wide red DEPLOY button. Match the screenshot’s clean, high-contrast, industrial arcade presentation and responsive layout; do not add unrelated enemies, weapons, scenery, or game modes.

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