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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Max Robson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Emberwild Frontier yet. Play it, then tell Max Robson what you would add next.
Emberwild Frontier was built by Max Robson 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 Emberwild Frontier 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 action RPG called “Emberwild: Frontier.” Use a Three.js-like renderer with a perspective camera following the player from behind at about 8 units away, a softly fogged outdoor world, shadows, and a muted stylized low-poly aesthetic. The scene should have a pale sage-green sky/background and fog, a dark green Mossreach Forest ground, and simple readable environmental landmarks: a broad stone road running toward a city gate to the north, a desert-border patch on the east side, a dark dungeon entrance on the southwest side, scattered low-poly trees, rocks, and an archery/outpost structure near the road. Keep the visual presentation spacious and uncluttered, with the game world behind a translucent dark HUD. The player is a stylized fantasy ranger character, centered in the world and controlled in third person. Support WASD movement through the game’s movement controls, Space for a dodge-jump, and also provide touch-friendly on-screen action buttons. The player begins at the forest road area with 100/100 HP, level 1, 0/100 XP, 120 gold, and an inventory containing Emberleaf x2, Iron x4, and HealingDraught x1. Add a nearby flying Armabee/bee-like monster in the forest: it has level 2, 70 HP, floats and slowly moves around when within 12 units of the player, turns toward the player, and occasionally damages the player for 4 HP at close range. The player’s Attack action (F key or on-screen Attack button) strikes a nearby enemy within about 4.4 units for 35 + 5 per player level damage, shows a toast if there is no target, and on a successful nonlethal hit reports remaining enemy HP. Defeating the enemy awards 55 + 10 per enemy level XP, 18 + 7 per enemy level gold, one Emberleaf or Iron loot item, increments kills, and causes the bee to respawn after 28 seconds. At level-up, consume the required XP, increase level, grant one skill point and one attribute point, increase max HP by 12, restore HP, and announce it. Use the player’s position to support exploration and region discovery. The starting region is “Mossreach Forest.” Interact (E key or button) should discover Cinderfall City when near/over the north city area (z < -25), Sablewind Desert on the eastern border (x > 18 and z > 0), and Gloamroot Dungeon at the southwest entrance (x < -18 and z > 10). Each discovery increments a discoveries count and displays a toast. The dungeon toast should state that its boss gate is sealed until level 3; do not add an actual boss unless otherwise specified. Interacting near the Wayfarer outpost at approximately (8, 0, -10) increases Wayfarers reputation and announces a repeatable bounty contract. Elsewhere, Interact grants 4 gold and 12 XP as an “Exploration discovery.” Automatically update the region when the player travels far enough from the origin as in the original: east becomes Sablewind Desert and other directions become Cinderfall City. Implement the main quest “The First Ember,” initially stage 0 and displayed as Stage 1/3. When the first enemy is defeated, advance it to stage 1, add Verdant reputation +4 and Wayfarers reputation +2, and toast that the quest was updated to bring the Emberleaf to the outpost. The HUD should display current region plus discovery count, an HP bar, level, XP progress, gold, and kills on the upper left. On the upper right display the quest title and stage, then “Wayfarers +N · Verdant +N.” At the bottom left show the instructional text “WASD / joystick to move · Space to dodge-jump · Attack to strike nearby foes · Explore marked regions.” At bottom right provide Attack, Interact, Market, and Save buttons. Make the interface dark translucent glass panels with rounded corners, thin pale-green borders, soft shadows, light text, and green-highlighted title text, matching a compact modern RPG HUD. Show centered temporary toast notifications for combat, discoveries, purchases, saves, and defeat. Add a Market modal opened with M or the Market button. It should be a regional player market with prices refreshing every 60 seconds in concept and supply that falls when bought and slowly recovers. List Emberleaf (base 18g), Iron (26g), HealingDraught (32g), House (250g), and Longbow (90g). Apply a 12% markup in Cinderfall City; apply a 22% discount to Iron in Sablewind Desert. Calculate price using the available supply as in the original, display item tier labels (Longbow Uncommon, House Property, others Common), and describe House as upgradeable storage + fast travel and other items as tradeable assets. Buying requires sufficient gold, reduces supply but never below 0.35, and updates inventory or ownership: House adds a house deed, Longbow becomes equipped and grants +12 ranged damage, and consumables add to inventory. Include Close and Not-enough-gold feedback. Save with the Save button or F5 to localStorage and restore saved state on startup, with a “Save written to local storage” or “Save restored” toast. If HP reaches zero, restore the player at the starting position, remove 25 gold (not below zero), restore max HP, and show a defeat toast. Do not invent additional weapons, quests, spells, enemies, or systems beyond these mechanics.