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Fog Den

  • 3d
  • third-person
  • roguelike
  • action
  • survival
  • exploration
  • fantasy
  • procedural
  • forest
0
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How to play

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

Discussion

Nobody has said anything about Fog Den yet. Play it, then tell Alvin Olsen what you would add next.

Make your own game

Fog Den was built by Alvin Olsen 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 Fog Den 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 Fog Den

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.

Recreate “Fog Den” as a playable browser-based third-person 3D roguelike expedition game called “Fog Den: Astray in the Shifting Forest.” Use a dark low-poly, stylized forest rendered in Three.js: deep green ground, dense exponential green fog, soft warm sunlight, cool mint ambient lighting, heavy shadows, glowing green/cyan resource crystals, and simple Quaternius/Cube World-style trees, dead trees, bushes, rocks, a cart, and humanoid characters. Keep the camera behind and slightly above the player with a third-person follow view, movement controlled through the game’s third-person controls (keyboard/controller-style movement with camera-relative navigation and jumping); also provide prominent touch buttons for Attack, Interact, and Use Item. Clicking/tapping the world during an expedition attacks, while keyboard shortcuts are F or left mouse for attack, E for interact, and Q or R for the provision item.

The game begins at a camp/loadout overlay before every run. Show the title Fog Den, the subtitle explaining that the player chooses a weapon blueprint and stored food/potion, enters the living forest, gathers materials, rescues a lost specialist, and must extract before the fog takes the run. Let the player select exactly one unlocked blueprint and one unlocked provision, with selected cards visibly highlighted, then press “Enter the Fog Den.” Start with Bone Twinblades and Ironbloom Maul unlocked, and Trail Mix as the only provision. The camp scene behind the overlay is a circular forest camp with a green ring, glowing orange fire/ember, forge block and anvil, kitchen pot, alchemy stand with glowing vial, cart, and trees around the rim.

Implement these weapon cards and gameplay identities exactly: Bone Twinblades, Light melee, fast slashes/high crit/low stagger, 84 HP, 42 Essence, 0.42-second attack cooldown, 2.6 range, 17 damage, 28% crit chance, and a quick double-cut that grants essence on critical hits; Ironbloom Maul, Heavy melee, slow brutal attacks with heavy stagger, 112 HP, 32 Essence, 0.72-second cooldown, 3.1 range, 24 damage, 8% crit chance, and a charged smash that briefly roots wraiths. Later permanent unlocks are Crystalite Bow, Ranged essence (78 HP, 64 Essence, 0.5-second cooldown, 15 range, 14 damage, 16% crit, 8 essence per shot, piercing arrow and essence refund on kills), and Void Silk Spear, Reach + phase (90 HP, 56 Essence, 0.56-second cooldown, 3.6 range, 18 damage, 12% crit, with kills briefly blurring the player and reducing incoming damage).

Implement these provisions: Trail Mix, Food, a run-long 15% movement-speed bonus and light health regeneration; Rootheart Stew, Food, +26 maximum health, immediate small heal, and stronger regeneration; Fogward Elixir, Potion, briefly reduce the fog density/reveal nearby resource nodes and increase essence regeneration; Mossbloom Tonic, Potion, burst heal plus a short regeneration surge. The player has one item charge per run. Display a health bar and blue essence bar, with numerical Health and Essence labels.

When a run starts, generate a seeded shifting forest on a large circular ground area. Create four distant circular glades at procedural positions, decorate their rims with trees/rocks/bushes/dead trees, and scatter additional forest props. Place 14 gatherable material nodes around the glades. Each node is a dark base with glowing faceted crystals and belongs to one of five families: Bone (pale ivory), Ironbloom (muted green), Crystalite (blue), Rootheart (lime green), and Void Silk (violet). Gathering a nearby node with Interact adds it to the current run satchel and updates the HUD. Place safe-zone shrines in three glades as glowing mint rings with floating cyan crystals; interacting once heals the player and restores essence, then marks the safe zone exhausted.

Populate the forest with fog wraiths: floating gray-green spherical enemies with glowing mint octahedral cores. Spawn two at each glade. They move toward the player when within range, hover/bob, attack at close range, have 30 health, 1.85 speed, and deal 8 damage on a cooldown. The player’s melee attacks are directional short-range hits based on the avatar’s facing, can hit enemies in range, randomly crit, grant essence, apply stagger, and show brief enemy hit flashes/log messages. The Crystalite Bow fires a glowing blue projectile through the fog; projectiles travel forward, damage enemies, and can pierce one target. Include a simple low-poly humanoid player avatar with shadow, idle/movement/attack animation when assets are available, and fallback geometric character if not.

Place one stranded expedition specialist in a glade, marked by a floating cyan beacon. The NPC is randomly selected from the not-yet-rescued specialists: Elara the Mapper, Thorne the Researcher, or Lirael the Beastkeeper. Approaching and pressing Interact rescues that NPC, updates the objective and log, and permanently saves the rescue. Rescuing Elara permanently unlocks Fogward Elixir and improves safe-zone visibility; rescuing Thorne unlocks Crystalite Bow and improves essence capacity; rescuing Lirael unlocks Void Silk Spear and Mossbloom Tonic and increases extraction rewards. If all are already rescued, still select one NPC for the run without granting duplicate unlocks.

The extraction point is the starting camp, represented in the forest by a glowing orange ring and fire/light. Extraction is not immediately valid: require at least one strong result—rescue the stranded NPC, defeat at least five enemies, or gather at least five resource nodes. Show an interaction hint when the player is close: gather resource, rest at shrine, rescue NPC, or extract. Once a requirement is met, Interact at the orange starting ring extracts the run, banks all gathered materials into permanent camp storage, and returns to the loadout overlay. Preserve unlocked blueprints, rescued NPCs, stored materials, run index, and progression in browser localStorage; do not preserve current run gear or unextracted materials.

If health reaches zero, end the expedition and discard the current run’s materials and gear. Save the lost resource amounts and selected blueprint as a pending loss, then return to camp. On the next run, spawn a stronger Hollowed Champion in the first glade: a humanoid enemy visually tinted according to the lost blueprint, with 78 health, 2.6 speed, and 16 damage. If defeated, it restores the previous run’s lost material cache and clears the pending champion. Show camp status text describing whether a Hollowed Champion is stalking the next run.

Use a clear HUD over the 3D scene: top-left translucent dark panel with Fog Den, current phase/expedition and selected blueprint, health and essence progress bars, and a scrolling-style current log message; centered pill-shaped objective text; top-right “Expedition Satchel” listing Bone, Ironbloom, Crystalite, Rootheart, and Void Silk counts; bottom-left “Camp Development” showing rescued specialists, unlocked blueprints/provisions, and stored materials; centered lower interaction hint; and bottom-right large touch-friendly Attack, Interact, and Use Item buttons. Use translucent dark green panels, pale mint text and accents, yellow warning text, red health bar, blue essence bar, rounded borders, and responsive layout that collapses cleanly on mobile. At camp, the overlay should list blueprint/provision descriptions, HP and essence stats, permanent progression, stored material counts, rescue status, and champion status before allowing the next launch.

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