Appearance
Arcade › Driftwood
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dakoda built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Driftwood yet. Play it, then tell Dakoda what you would add next.
Driftwood was built by Dakoda 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 Driftwood 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 playable third-person 3D survival game titled “Driftwood,” set on a compact low-poly coastal island surrounded by water. Use a semi-realistic, earthy stylized look: a pale blue sky with fog, soft directional shadows, green uneven terrain, a sandy shoreline ring, animated blue water with a light foam band, and a day/night cycle that transitions through daylight, sunset, and a starry night sky. The camera follows behind and above the player at an orbiting angle, with smooth mouse-drag rotation; use a perspective view and keep the player and nearby campfire visible in the foreground. The island should be bounded by roughly a circular coast. Build rolling terrain procedurally with a central raised island and lower shoreline. Scatter about 24 stylized evergreen trees made from brown trunks and stacked conical green foliage, about 16 small gray rock clusters, and about 8 green berry bushes with small red berries. Place a campfire at the island center: a glowing ember bed surrounded by stones and crossed logs, with a flickering orange/yellow faceted flame, point-light glow at night, and a water-bottle prop beside it. Add about 5 roaming predators distributed around the island. Their fallback appearance is a simple low-poly gray-brown quadruped with a boxy body, head, and four legs; when available, use animated low-poly fox models. Add about 6 ambient ducks around the shoreline, using small duck models when available and a simple placeholder bird otherwise. Remote glTF assets and environmental textures may load asynchronously, but provide procedural/material fallbacks so the game remains playable; show their loading/ready/fallback state in the HUD. The player is a simple low-poly figure: a dark blue-gray rounded capsule-like jacket/body with a beige spherical head, viewed from behind. Start near the central campfire. Movement is relative to the camera: WASD moves across the island, holding Shift sprints, and Space triggers a brief quick-dodge burst/hop with a short cooldown. Keep the player constrained to the island. The player smoothly follows terrain height and turns to face movement direction. Implement the survival loop. Start at Day 1, time 8.0h, Health 100, Hunger 100, Wood 0, Stone 0, Rations 2, and Score 0. Time advances continuously at 0.5 in-game hours per real second; when time reaches 24h, wrap to 0, increase the day count by one, and award 20 score. Hunger drains continuously at about 1.05 points per second. When hunger reaches zero, health drains at about 6 points per second. Health reaching zero ends the game. Predators wander around their home areas, chase the player when within about 12 units, and attack within about 2.2 units, dealing 10 health damage with roughly a 1.1-second attack cooldown and knocking the player backward. The player has no attack weapon; survival depends on movement, sprinting, and dodging. Use E to interact with the closest nearby resource or the campfire. Interaction range is about 4.5 units. Each tree has 4 harvests and gives 1 wood per interaction; each rock cluster has 3 harvests and gives 1 stone; each berry bush has 2 harvests and gives 18 hunger. Gathering awards 5 score. Depleted trees and rocks disappear and respawn after about 22 seconds; depleted berry bushes respawn after about 18 seconds. Near the campfire, E crafts exactly 1 ration when the player has at least 2 wood and 1 stone, consuming those materials and awarding 15 score. If materials are insufficient, show a clear prompt explaining the requirement. Use F to eat one ration, consuming it, restoring 55 hunger up to a maximum of 100, and awarding 4 score; if none remain, show a “No rations left” message. The objective is open-ended: explore, gather, return to the fire, craft food, eat, and survive as many days as possible. Add a glassy dark translucent HUD overlay at the top. The left panel should show the title DRIFTWOOD and readable lines for “Day [number] Time [hours]h,” “Health [value] Hunger [value],” “Score [value],” and “Wood [count] Stone [count] Rations [count].” The right panel should show: “Goal: Survive, gather, craft, eat.”, “WASD move · Shift sprint · Mouse drag camera,” “E interact/craft · F eat ration · Space dodge · R restart,” plus a dynamic interaction/status prompt such as “Explore, gather, and return to the fire,” “Press E to gather wood/stone,” or the berry/crafting instructions. Include a smaller “World art — …” line indicating fox, duck, bottle, sky, ground, sand, bark, foliage, rock texture, and embers asset states. At game over, show a centered dark overlay with a title such as “You didn’t make it” or “You faded out,” report days survived and score, and provide a Restart button; also allow R to restart. Restart fully resets player stats, time, score, depleted resources, predator positions, and ambient animal positions. Use soft low-poly lighting, shadows, fog, rough earthy materials, subtle texture/normal/roughness detail when available, animated water waves, shoreline foam motion, flickering campfire flame and light, and changing ambient illumination/fog/water color across day, sunset, and night. Keep the visual composition and HUD unobtrusive but clearly readable over the world.