Arcade › Dustfall Stronghold
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Dustfall Stronghold was built by Juozas 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 Dustfall Stronghold 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 browser-playable low-poly 3D survival/settlement game titled “Dustfall Stronghold.” Use an overhead/isometric-feeling perspective: a Three.js-style perspective camera starts high above the player at roughly (0,24,18), looking down toward the ground, and smoothly follows the player as they move. Render a dark, muted post-apocalyptic wasteland with fog: a blue-gray background, broad green-gray ground plane, strong soft shadows, warm directional sunlight, and sparse blocky debris. The scene should include a central abandoned basement stronghold: a low square foundation/interior and thick raised walls forming a roughly 6-by-6 unit enclosure, with a dark recessed-looking interior. Scatter a large rectangular grid of separated, dark green-gray square scout tiles across the surrounding wasteland, plus low-poly debris outside the base: concrete chunks, rusty car-like blocks, tilted brown logs/dead trees, and a few survival props around the base such as a tent, barrel, supply crate, and campfire. Use simple geometric/blocky low-poly models with subdued charcoal, olive, brown, rust, and warm tan colors. Place a small player avatar at the base/inside the stronghold; it can be a blocky character model, supported by a glowing orange-brown cylindrical marker and a thin golden selection ring on the ground. Include subtle shadows and atmospheric fog, not a bright cartoon palette. The game is a turn-based survival and stronghold-building loop. Start with state: Day 1, Turn 1, level-1 Stronghold, 4 wood, 3 metal, 5 food, 1 survivor, 10/10 HP, and 0 threat. The goal is to explore the dead city, gather enough resources, survive encounters, and upgrade the basement into a completed level-3 stronghold. The first upgrade costs 10 wood and 8 metal, consumes those resources, and changes the message to explain that the basement entrance is reinforced into a defensible shelter. The second upgrade costs 18 wood, 15 metal, and 8 food, consumes them, changes the stronghold to level 3, and reports that walls, watch platforms, and a signal fire have been raised; once complete, display “Stronghold complete — the signal fire can be seen for miles.” If resources are insufficient, show the exact current upgrade requirements in the status message, and do not spend a turn. Provide a fixed HUD over the 3D world. Along the top, show dark translucent rounded chips with: DAY and TURN; current WOOD with “construction”; current METAL with “tools & walls”; current FOOD with “rations”; current SURVIVOR/SURVIVORS with “your crew”; and STRONGHOLD level/3 with current threat. At the bottom-left, show a dark rounded message panel initially saying “You wake beneath the dead city.” with action buttons. At bottom-right show the help text “WASD / arrows move · Scout reveals the wastes · click action buttons to spend a turn” (hide this hint on narrow mobile screens). Style the interface with cream text, muted green-gray secondary text, amber primary buttons, green upgrade buttons, dark blue-gray secondary buttons, rounded corners, and strong shadows. Player movement is real-time only while exploring: WASD or arrow keys move the avatar in the X/Z plane, normalized for diagonal movement, at about 4 units per second, clamped to a square range from -24 to 24. The camera follows the player smoothly. The player cannot move while a modal encounter or game-over screen is active. The three main actions are clickable buttons: “Scout outside,” “Upgrade stronghold,” and “Rest & fortify.” Each successful action that is meant to consume time advances the turn by one; every fourth turn increments the day. During exploration, each turn has a 16% chance to increase threat by 1. Implement Scout outside as a random resource/encounter action and spend one turn afterward. There are four outcomes: about 42%: gain 2–4 wood and 1 food and show “You strip a ruined block for timber and canned food.”; about 28%: gain 2 metal and show “A collapsed workshop yields usable metal.”; about 17%: open a survivor encounter; otherwise open a raider encounter. The survivor modal is titled “A survivor in the dust,” explains that a wary scavenger has empty hands and a little food and that the basement has room for another pair of hands, and offers: Invite them (gain 1 survivor and 1 food), Rob them (gain 2 food and increase threat by 2), or Leave. Close the modal after a choice and return to exploration. The raider modal is titled “Raiders block the street,” describes three raiders spotting the supply trail, and offers Fight or Break away. Breaking away returns to exploration and increases threat by 2 with the message “You vanish into the alleys, leaving supplies behind.” Make raider combat turn-based in a modal. Fight opens a “Raiders — round N” screen showing the player’s HP out of 10 and “Raider pressure” equal to max(0, 5 - combat round), with Attack, Guard, and Flee buttons. Attack advances the combat round; it hits with 75% probability. A hit reduces threat by 1, and after 3 successful attack turns the raiders break: award 3 metal and 1 food, close the modal, return to exploration, and show “The raiders break. You recover metal and food from their packs.” A miss shows “Your strike misses.” Every attack that does not end the fight causes incoming damage: 35% chance of 2 damage, otherwise 1. If HP reaches zero, stop play and show a game-over modal titled “The stronghold goes quiet” with “Your crew is scattered. Refresh to try a different path.” Guard advances the round, restores 1 HP up to maximum, then has a 40% chance to avoid damage and otherwise takes 1 damage; after 4 guard rounds the raiders withdraw and the player returns to exploration. Flee immediately ends the encounter and increases threat by 2. Rest & fortify requires at least 1 food. If food is unavailable, show “No food left to rest.” and do not spend a turn. Otherwise consume 1 food, restore 3 HP up to 10, reduce threat by 1 without going below zero, show “The crew eats, patches wounds, and watches the dark.”, and spend a turn. Keep the game functional and readable on desktop and mobile, with the world canvas full-screen behind the HUD and modal overlays blocking interaction during encounters.