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Frontier FFA

  • 3d
  • first-person
  • arena
  • free-for-all
  • low-poly
  • survival
  • combat
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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. STEVEN MOLYNEAUX built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Frontier FFA yet. Play it, then tell STEVEN MOLYNEAUX what you would add next.

Make your own game

Frontier FFA 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 FFA 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 Frontier FFA

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 low-poly arena game titled “Frontier FFA.” Use Three.js-style rendering with a 74-degree perspective camera, shadowed lighting, a muted sage-green sky/background with matching fog, and a large flat dark green battlefield ground extending roughly 160x160 units. Keep the visual style intentionally simple and low-poly: scattered small gray rocks, about 18 stylized pine trees made from brown trunks and dark green cone crowns, and sparse distant structures. The camera follows the player at eye height (about 1.65 units), with mouse/touch dragging to look and a white crosshair at screen center. The player is a simple capsule-shaped humanoid in the Azure team’s blue color, and when available shows a low-poly pistol model in the lower-right first-person view.

Build four colored team bases positioned at the four corners of the map: Azure at (-55,-50), Crimson at (55,-50), Gold at (-55,50), and Violet at (55,50). Each base has a colored square foundation, perimeter wall blocks, four cylindrical archer towers, a dark armory building with a colored roof, plus decorative imported low-poly house/watchtower assets when they load. Add a chest near each base. Also place distant decorative house, tower, rock, and crate landmarks around the battlefield. Each team starts with 100/100 base HP and level 1. The player starts near the front-center of the map at (0,22), belongs to Azure, has 100 HP, armor 1, damage 18, a sword as the nominal weapon, and resources Wood 40, Stone 35, Food 5, Ammo 12.

The core loop is free-for-all exploration and combat between the four factions. Spawn three AI fighters for each non-player team, starting near their base. Give each AI 100 HP, armor 1–2, damage 12–19, and alternate their roles between swordsman and archer. Represent them as colored low-poly capsule characters; swordsmen have a small blade and archers have a simple curved bow. Hostile AI units approach and attack the player when within 22 units, moving faster as swordsmen than archers, and otherwise wander subtly. At close range they damage the player over time, reduced by the player’s armor. Defeated enemies disappear, drop a small spinning/floating crate loot object, and can later respawn near their team base. Loot randomly contains either one ammo or one food item, lasts about 18 seconds, and can be collected when the player is within 3 units.

Implement movement at speed 6 using WASD or arrow keys, relative to the player’s yaw, with map bounds around ±76. Support touch controls as well: a virtual joystick area on the left side for movement and dragging on the right side for looking. Mouse/touch look changes yaw and pitch, with pitch clamped to a sensible range. Keyboard actions: F fires the pistol, Q performs a forward sword melee attack, P collects nearby loot, E upgrades a nearby base, U summons a friendly Azure sword unit, and I sends an alliance proposal to Crimson; Escape cancels the alliance state. F consumes one ammo and fires a ray from the crosshair up to 38 units, damaging the first hit enemy for player damage plus a small ammo-based bonus. Q damages nearby enemies within 3 units and in front of the player. Display short toast notifications for shooting, kills, loot collection, upgrades, summoning, alliance proposal, death, and respawn.

Allow a base upgrade when the player is within 14 units and has at least 10 wood and 10 stone: deduct those resources, increase the selected nearby base’s level, increase its maximum HP by 20 and restore it to full, and increase the player’s armor by 1. Allow summoning only with at least 2 food; deduct 2 food and spawn a friendly light-blue capsule sword unit near the player with 65 HP, armor 1, and damage 10. The alliance action should visibly report that a proposal was sent to Crimson, while preserving the simple existing interaction rather than inventing a diplomacy system.

When the player reaches zero HP, show a dark translucent full-screen death overlay reading “VOCÊ MORREU” in red with a five-second respawn countdown. Automatically respawn at the Azure base after the countdown, restore full HP, and show a return-to-base toast. Keep the game running continuously with AI, loot timers, shadows, fog, and low-poly environment rendering.

Use a clean canvas HUD in the upper-left in Portuguese, matching the game’s visible presentation: “FRONTIER FFA · WASD mover · arraste olhar · F atirar · Q espada · P loot · E upgrade · U tropa”, a green HP bar with “HP 100/100 Armor 1” (updating dynamically), a resource line such as “Wood 40 Stone 35 Food 5 Ammo 12,” and “Base Azure · nível 1.” On the upper-right, show nearby bases with their names and colored HP bars. Near collectible loot show “P · pegar loot” near the bottom center. Keep a small white center crosshair and bottom-center toast messages. Use white sans-serif text, translucent dark bars, bright team colors, and no menus or complicated overlays beyond the HUD and death screen.

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