Skip to content

Arcade › Five Dawn Wilds

Five Dawn Wilds

  • 3d
  • survival
  • low-poly
  • third-person
  • wilderness
  • crafting
  • day-night
0
Remix it Discord

2 plays

How to play

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

Discussion

Nobody has said anything about Five Dawn Wilds yet. Play it, then tell Aidan Fahey what you would add next.

Make your own game

Five Dawn Wilds was built by Aidan Fahey 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 Five Dawn 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.

Read the build brief for Five Dawn Wilds

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-based low-poly 3D third-person wilderness survival game titled “Five Dawn Wilds,” using Three.js-style rendering and a playable over-the-shoulder mouse-look camera. The player is a stylized modular adventurer survivor standing in a bounded grassy outdoor map, with the camera about 6 units behind and 3 units above the character. The scene should use a bright blue sky and fog in daytime, dynamic directional sunlight and soft hemisphere lighting, changing to a dark blue nighttime sky/fog. Use simple low-poly visuals with shadows. Populate the small square wilderness with scattered pine trees, rocks and stone deposits, mushrooms, collectible glass bottles, a pond with muddy shore in the southwest, an old water tower landmark, and an axe prop near the starting area. Give resource objects floating dark rounded labels such as Wood, Stone, Food, Water, Water cache, and Axe. Use low-poly adventurer and wolf character models (or close equivalents); show the survivor holding an axe, and animate idle, walk, and run. Wolves should animate while moving and appear at night around the player.

Core objective and loop: start with Health, Hunger, Thirst, and Temperature at 100, empty Wood/Stone/Food/Water inventory, and no Campfire or Shelter. Explore and gather resources before night. Interact with a nearby object by aiming at it with the center reticle or being within roughly 3 units and pressing E. Trees yield wood (some larger tree groups yield 4, other trees 2), rocks yield stone (2 or 3), mushrooms yield 2 food, bottles yield 1 water, and the water tower yields 4 water. Drinking from the pond directly restores 36 thirst; collecting a bottle restores 18 thirst and picking food restores 8 hunger. The axe can be taken once and displays a message that wood gathers faster, but do not invent additional axe mechanics if not implemented. Press F to consume one food, restoring 30 hunger and 4 health. Press C to craft a campfire when carrying at least 3 wood and 2 stone; remove those resources and build a visible authored campfire at approximately (2.5, 4.5), consisting of crossed logs, a ring of stones, an orange cone-like flame, and a warm point light. Press V to craft a shelter with at least 6 wood and 3 stone; remove those resources and construct a visible lean-to at approximately (-3.8, 4.2), made from a ridge pole, wooden stakes, and a brown tarp. Both buildings are permanent and update the inventory status from No to Yes.

Controls: WASD moves relative to camera yaw, mouse movement looks after clicking Start and pointer-locking the canvas, Space jumps, Shift sprints, E gathers/picks up/drinks, F eats one food, C crafts the campfire, and V crafts the shelter. Sprint speed is faster but increases hunger and thirst drain. Keep the player constrained to the roughly -37 to 37 map bounds. Display a small white center dot and contextual bottom-center prompts: interact with the targeted nearby resource, gather requirements for the campfire or shelter, or at night tell the player to survive wolves until sunrise.

Implement the survival simulation accurately: the day lasts about 70 seconds, with a normalized day clock beginning around morning (0.18). Morning is 0.18–0.38, afternoon 0.38–0.62, dusk 0.62–0.72, night 0.72–1.0 and pre-dawn 0.0–0.18. Hunger drains continuously at about 0.86 per second and thirst at 1.05 per second, multiplied by 1.45 while sprinting. If hunger or thirst reaches zero, health becomes zero and the player loses. Temperature trends toward about 84 by day; at night it trends toward 33 in the open, 86 near the campfire, or 62 near the shelter. Cold below 42 damages health over time, with shelter reducing the cold damage; when well-fed, hydrated, warm, and in daylight, health slowly regenerates. Wolves spawn during nighttime roughly every 6.5 seconds, up to five at once, at about 22–32 units from the player. They chase the player, moving faster at night, and bite within about 1.35 units for 10 damage every 1.15 seconds. A shelter reduces wolf contact damage while the player is within about 4 units of it. Wolves disperse in daytime when farther than 30 units. The player wins when the fifth sunrise arrives, with the message “The fifth sunrise broke over your camp.” Losing should show an end overlay for starvation, dehydration, cold/health loss, or wolf damage.

HUD: fixed translucent dark panels with rounded corners and bold friendly rounded typography. At upper left show four horizontal meters labeled Health, Hunger, Thirst, Temp, with numeric values; use red/pink for health, orange/yellow for hunger, cyan for thirst, and a green-to-yellow-to-orange temperature gradient. Beneath them show Day number, time-of-day label, and “Survive to Day 5 sunrise.” At upper right show an Inventory panel with a two-column grid for Wood, Stone, Food, Water, Campfire, and Shelter, each with a count or Yes/No. At bottom left show the control legend. At bottom center show the contextual prompt. Show large temporary centered messages for events such as gathering, eating, crafting, sunrise, wolf attacks, and “Wolves are hunting tonight.” On launch, show a dark translucent full-screen start overlay with the title “Five Dawn Wilds,” explanatory survival text, and a yellow pill-shaped “Start Survival” button; clicking it hides the overlay, locks the pointer, and begins the game. On death or victory show a centered dark end card with “You Died” or “You Survived,” the reason, and a Restart button. Include subtle click feedback on pickup/UI actions, resource depletion after collection, dynamic day/night lighting and sky/fog color transitions, and a readable low-poly survival-game presentation. Do not add combat, weapons, building placement controls, quests, or other systems beyond these described mechanics.

More free browser games

Browse the whole Arcade →