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Arcade › Elden Wilds
Click the game above and it runs right here in your browser. No download, no installer, no account needed. cwcgaming built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Elden Wilds yet. Play it, then tell cwcgaming what you would add next.
Elden Wilds was built by cwcgaming 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 Elden Wilds 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 3D third-person fantasy action game titled “Elden Wilds.” Use a stylized low-poly, softly lit fantasy look: a small armored warrior viewed from behind, carrying a long silver sword, traversing a broad rolling green-and-gold wilderness beneath a pale blue sky. Use a large procedural terrain field with gentle hills, vertex-colored green grass and tan worn paths, light fog, soft shadows, scattered stylized pine trees/tree clusters, many weathered rocks, grass tufts, a translucent blue-green circular lake toward the left side of the world, and distant pale moon/cloud details. Include an ancient shrine ruin in the far side of the map: six tall irregular gray stone pillars arranged in a ring, with a rotating/glowing cyan ring on the ground and a treasure chest at its center. Place six roaming goblin enemies around the open world and a much larger demon-like Ashhorn Warden boss in a marked arena elsewhere in the world, surrounded by an orange/red glowing circular arena ring. Use model-based fantasy characters and props with dynamic shadows, fog, ACES-like cinematic tone mapping, and a fixed crosshair at screen center. Core gameplay is real-time exploration and hard combat. The player begins near the center of the map with 100 HP and 100 stamina. Move with WASD or arrow keys relative to the orbit camera; the camera is a close, elevated over-the-shoulder/third-person perspective controlled by mouse drag, with damping and a limited distance/pitch range. On touch devices, provide a left virtual joystick plus on-screen Attack, Roll, and Capture buttons. The warrior turns to face movement direction and has a subtle movement bob. Implement sword attacks on J or the Attack button. An attack costs 16 stamina, has a short cooldown, visibly swings/emphasizes the sword, and hits nearby enemies in front of the warrior. Each normal goblin has 45 HP; a successful sword hit deals 24 plus 3 per player level, briefly stuns and knocks it back, and drops a floating cyan wild-essence orb. Goblins roam around their home areas when distant, approach the player when nearby, and damage the player for 13 when close, with attack cooldowns. Defeated goblins disappear, award 20 runes, can trigger level-ups at a rune threshold of level times 50, restore some HP on level-up, and create additional essence drops. Essence orbs bob and spin, drift toward the player within collection range, and are collected automatically on contact. The HUD should show HP, stamina, and essence bars, plus level, captured pet count, and runes. Implement dodge rolls on Space or Shift or the Roll button. A roll costs 24 stamina, briefly increases movement speed, grants about 0.55 seconds of invulnerability, and has a short cooldown. Attacks and rolls cannot be used when stamina is insufficient. If HP reaches zero, stop normal play, show a “YOU FELL — press R to revive” message, and allow R to restore the player at the starting shrine/center with full HP and stamina. Implement creature capture on K or the Capture button. Capture requires at least 35 wild essence and a nearby goblin within about 2.8 units whose HP is at or below 45% of maximum. On success consume 35 essence, recolor/visually mark the goblin with a cool blue emissive tint, count it as a captured pet, and make it follow and fight beside the player. Captured goblins orbit/follow the player and attack nearby uncaptured enemies automatically, dealing 11 damage about once per second. The quest/message text should explain that a weakened beast must be captured and that the companion can help in battle. The Ashhorn Warden starts idle in its arena and awakens when the player approaches within 18 units. When awake, show a bottom-center boss panel labeled “Ashhorn Warden” with a large red/orange health bar (320 maximum HP). The boss pursues the player and performs a telegraphed slam at close range: show a windup, then emit a rapidly expanding orange-red shockwave ring on the ground. The shockwave damages the player if they are within its radius and not rolling; rolling should evade it. At below half health, enter phase two: make the boss larger/faster, use a wider shockwave, and shorten the attack timing. Sword attacks near the boss deal 18 plus 4 per player level and can shorten the slam windup; captured pets also deal periodic damage when close. Defeating the boss hides it, awards 180 runes, fills essence, changes the arena ring to cyan, spawns many essence orbs, and updates the quest to say the shrine chest is unsealed. Place a shrine chest at the ancient shrine. E only opens it when the boss is defeated and the player is within about 2.8 units; otherwise display a message that it is sealed or that the player must get closer. Opening it rotates the lid open, awards 100 runes, fills essence, spawns essence orbs around it, displays “Legendary relic found!”, and changes the quest to say the shrine relic was claimed. The game should have contextual centered message popups for hits, capture requirements, boss awakening, incoming slams, defeat, revival, and chest status. Use a clean fixed HUD over the 3D scene: top-left dark translucent rounded panel with gold uppercase “Elden Wilds” title and current quest objective; top-right matching panel with horizontal red HP, green stamina, and blue/cyan essence bars and text for “Lv”, “Pets”, and “Runes”; a faint center crosshair; bottom-center boss health panel only while the boss is awake and alive; bottom-left desktop controls hint reading roughly “WASD move • Mouse drag camera • Space roll • J attack • K capture • E open chest”; and bottom-right rounded Attack, Roll, and Capture controls. On touch screens show the translucent circular joystick at lower left and retain the action buttons. Keep the world bounded by a large square playable area and prevent the player from walking through trees and rocks. Add subtle audio beeps for attacks, impacts, rolls, collection, boss events, and rewards if supported, without relying on copyrighted characters or assets.