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Arcade › Frontier Falls
Click the game above and it runs right here in your browser. No download, no installer, no account needed. STEVEN MOLYNEAUX built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frontier Falls yet. Play it, then tell STEVEN MOLYNEAUX what you would add next.
Frontier Falls was built by STEVEN MOLYNEAUX 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 Frontier Falls 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-based 3D first-person survival/combat game titled “Frontier Falls,” using Three.js or an equivalent real-time 3D engine. The player is an invisible first-person soldier/camera positioned at a blue fortified base in a square green battlefield. Use a muted low-poly/blocky visual style with soft shadows, simple colored materials, and a hazy green background/fog. The world is a 150 by 150 flat ground plane, bounded by invisible movement limits roughly -72 to 72 on both horizontal axes. Add several parallel tan dirt-road strips running across the battlefield, scattered low-poly trees, and scattered tower/ruin models. Camera and controls: use a first-person camera around 1.7 units high, with mouse/touch look and a small white circular crosshair centered on screen. On desktop, WASD moves relative to the camera direction, F fires, P picks up nearby loot, and U upgrades the home base when nearby. Support touch: a virtual joystick on the left half moves the player, dragging on the right half looks around, and releasing the right-side touch fires. Player movement speed is about 7, and clamp movement to the battlefield bounds. The player starts at (0, 0, 45), facing toward the battlefield. Create four fortified square bases: the player’s blue base at (0,45), a red enemy base at (-52,-35), a gold/orange enemy base at (48,-25), and a purple enemy base at (-48,38). Each base is a blocky square compound with a dark green floor/platform, four perimeter walls, a colored central two-unit-high core, a dark roof slab, and a floating health bar. The home base begins with 200 maximum health and level 1. At the home base, add an armory building and medic building: chunky two-story block structures with brown/green bodies, floors, roofs, stairs, and visible brown chest objects on both levels. Chests count as loot and can be opened from within 3 units. Populate the world with animated low-poly soldier characters. Start with one friendly sword unit near the player at approximately (2,42), plus the player’s own hidden/invisible soldier representation. Place enemies at the red, gold, and purple bases and in the central field, using red, gold, and purple team colors. Soldiers have 100 HP, visible health bars, simple idle animation, and basic AI: seek the nearest opposing character, move toward them until within about 8 units, then attack periodically. Attacks are represented by small glowing tan projectile cylinders traveling through the world. Enemy units may use swords or bows, while the player begins with a pistol/sword-style ranged attack as represented in the HUD; implement the visible gameplay behavior as projectile firing. Player shots damage enemies and enemy shots damage the player. Apply armor damage reduction, with a minimum damage of 3. Defeated enemies disappear for about 5 seconds, drop a small wooden loot crate, and then respawn at their original position. The player starts with HP 100/100, Armor 0, Wood 90, Metal 55, Food 35, weapon PISTOL at level 1, and one sword unit. Firing should create a short-lived glowing projectile traveling in the current aim direction, with player damage based on the weapon and level. Nearby dropped crates can be collected with P and grant either metal or food in a random amount around 15–34, while opening an armory/medic chest grants 20 metal and 10 food. Each pickup awards score, though score need not be prominent if not shown in the HUD. The player can die when HP reaches zero: stop movement, show a dark translucent full-screen overlay reading “YOU DIED” and “Reviving in N seconds,” wait 5 seconds, restore HP to 100, and respawn at the blue base. Implement the U upgrade only near the home base and only if the player has at least 30 wood and 15 metal. An upgrade consumes those resources, raises the base level, increases the home base maximum health by 50 and restores it, and visibly enlarges/scales the home-base buildings/defenses. Do not add unsupported crafting, inventories, missions, dialogue, or additional progression systems. Draw a fixed HUD overlay in the upper-left inside a translucent dark green rectangle. It must read approximately: “FRONTIER FALLS”; “HP 100/100 Armor 0”; “Wood 90 Metal 55 Food 35”; “Weapon: PISTOL Lv.1 Sword unit: 1”; and “WASD / touch left move • F or tap right fire • P pickup • U upgrade”. When close enough to the home base and eligible to upgrade, show a pale prompt below it: “Press U near your base to upgrade defenses”. Show the touch joystick rings only while touching the left movement area. Use directional lighting, hemisphere fill light, shadows, and green fog to match the subdued battlefield presentation. Ensure the game is immediately playable on load and renders the HUD and crosshair over the 3D scene.