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Deep Claim

  • 3d
  • first-person
  • mining
  • management
  • simulation
  • arcade
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. kazmeenkazmeenmam built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Deep Claim yet. Play it, then tell kazmeenkazmeenmam what you would add next.

Make your own game

Deep Claim was built by kazmeenkazmeenmam 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 Deep Claim 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 Deep Claim

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 first-person 3D mining/management game titled “Deep Claim.” Begin with a full-screen dark blue-black radial-gradient title overlay and centered rounded rectangular card. The card has a large gold/yellow DEEP CLAIM heading, white explanatory text saying the player starts with $300 and must get underground, buy a pickaxe, and turn ore into cash, plus a gold ENTER THE MINE button. On pressing it, hide the overlay and place the player in an underground mine tunnel/chamber in first-person view.

Use a Three.js-like 3D presentation with a 70-degree perspective camera, dark navy cave background, fog, soft shadows, warm directional light and cool cyan fill light. The chamber is a long rectangular room: dark gray rock side and back walls, a dark industrial floor, and repeated wooden ceiling beams. Start the player near the tunnel entrance at approximately the front of the room. Movement is first-person with WASD or arrow keys, mouse look, Shift sprint, and Space jump; support a mobile on-screen joystick and drag look if the platform provides mobile controls. Show a white plus-shaped crosshair fixed at screen center.

Place twelve floating, rotating ore nodes in rows down the chamber. They are faceted dodecahedron-like rocks, visibly glowing in three material variants: gold/orange, cyan crystal, and dull metallic gray. Each node takes two clicks to mine. The player must first purchase a Steel Pickaxe; clicking an ore node while aiming at it and within about five meters causes a hit, with a “Crack! One more hit.” message after the first hit. The second hit removes/mines it, awards randomized cash based on that node’s value (roughly $35–$90), increments ore mined, shows an “Ore sold for $X!” toast/message, and respawns/repositions that node at a random location deeper in the chamber. Show a first-person hand, sleeve, and pickaxe model in the lower-right view only after the pickaxe is purchased, with a brief swing animation on mining. Clicking ore without owning a pickaxe should show “Buy a pickaxe at the computer first.”

At the starting end of the chamber, build a wooden desk with a glowing cyan computer screen and a small vertical yellow light/sign. Also make a crusher bay on the right side with an imported/industrial-looking ore crusher and four conveyor belt sections arranged in a line. Include several large cave rocks around the room. The computer can be accessed through the persistent SHOP / COMPUTER button at the lower-left HUD (and should feel like the glowing computer is the in-world claim computer). Opening it displays a dark translucent rounded shop panel at lower-right titled CLAIM COMPUTER with close button and purchase rows for: Steel Pickaxe, Ore Crusher, Conveyor Belt, and Rations. Prices are randomized at startup: pickaxe 
20–
60, crusher
80–
60, belt
40–
10; prices rise by another random $30–$79 after each purchase. Start with $300. A pickaxe can only be purchased once. Crushers can be purchased repeatedly and each adds
8 to every ore payout; belts can be purchased repeatedly and each adds $8 to every ore payout. Rations cost
5 and restore 35 hunger, up to 100. Implement the visible HUD as fixed overlays: top-left-ish/top row dark translucent stat pills for MONEY (starting at $300), HUNGER with a horizontal orange-to-yellow bar and 100%, PICKAXE showing NONE or STEEL, and MACHINES showing crusher count / belt count. Show an instruction/status message centered near the top such as “Go buy your first pickaxe underground.” Use small toast notifications near the bottom for purchases and mining feedback. The shop itself should list the current randomized prices and disable purchase buttons when the player lacks money or when the one-time pickaxe is already owned. If money is insufficient, show “Not enough money. Mine some ore first.” While the game is started, hunger continuously drains at about 0.65 percentage points per second. If it reaches zero, display “You are starving. Buy rations at the computer.” The player can keep buying rations and mining; there is no separate victory screen or combat system. The core loop is walk to/access the claim computer, buy the pickaxe, aim at glowing ore and click twice to earn money, then optionally buy crushers, conveyor belts, and food to improve payouts and survive. Keep the art style clean low-poly industrial cave: dark charcoal/navy rock, muted metal, brown wood, bright gold accents and cyan emissive computer/crystal lighting, with a minimal modern HUD using rounded dark panels and gold/orange buttons.

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