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Arcade › Frontier Protocol
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matthew Shelton built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frontier Protocol yet. Play it, then tell Matthew Shelton what you would add next.
Frontier Protocol was built by Matthew Shelton 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 Protocol 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 survival sandbox called “Frontier Protocol,” using a dark post-apocalyptic frontier aesthetic and a top-down/isometric-style third-person camera. Render a large low-poly environment under a deep green-black background with fog, soft shadows, warm directional sunlight, and a muted palette of forest green, teal, brass, tan, rust red, and pale gold. The playable world is a broad rectangular ground plane, with a vertical teal “dead river” strip through the map, scattered collectible objects, and a radar yard/base toward the far side. The radar yard is a raised dark-green rectangular platform containing a metallic cylindrical radar array with a large horizontal dish/ring above it. Begin with a full-screen dark translucent selection overlay. Center a rounded rectangular panel with a thin green border and shadow. Show the uppercase gold title “FRONTIER PROTOCOL,” followed by the subtitle: “A compact 3D survival sandbox. Choose an archetype, explore the dead frontier, gather supplies, and push your quest forward before the threats overwhelm you.” Present five selectable archetype cards in a responsive row (two-column layout on small screens). Cards have dark green backgrounds, rounded borders, gold names, muted descriptive text, and green uppercase ADVANTAGE/FLAW labels. The five exact choices and text are: - The Engineer — FORTRESS BUILDER. Advantage: “Structures cost 20% fewer resources. Deploys traps rapidly.” Flaw: “Carries 15% less weight; takes more blunt/melee damage.” Quest: “Rebuild the abandoned radar array.” Objective: “Find 3 circuit parts and reach the radar array.” - The Scavenger — SILENT TRACKER. Advantage: “Crouching is silent and high-tier loot glints at range.” Flaw: “Hunger and thirst drain 25% faster; infections heal slowly.” Quest: “Retrace the lost extraction convoy.” Objective: “Find the convoy trail and recover 3 marked crates.” - The Beastmaster — FAUNA WHISPERER. Advantage: “Wild predators are calmer; can tame a frontier beast.” Flaw: “Cannot craft or repair firearms or advanced electronics.” Quest: “Hunt three mutated apex creatures.” Objective: “Defeat 3 apex creatures threatening the region.” - The Marauder — HARDENED COMBATANT. Advantage: “Low recoil, fast reloads, and no stamina loss from damage.” Flaw: “Locked out of neutral settlement trading and reputation.” Quest: “Secure the high-tier weapon caches.” Objective: “Secure 3 weapon caches before the clans arrive.” - The Botanist — BIO-HARVESTER. Advantage: “Fast crops grant permanent stat buffs; toxin immune.” Flaw: “Ranged damage is lower; panics under 20% stamina.” Quest: “Purify the dead river valley.” Objective: “Collect 5 purifier blooms around the dead river.” Clicking a card highlights it by lifting it slightly and changing its border/background, enables a gold “Deploy survivor” button, and updates the hint with that archetype’s quest and objective. Clicking Deploy hides the menu, shows the HUD, creates the world, and spawns the survivor at the southwest side of the map. Use a low-poly humanoid adventurer model when available, or a simple tan capsule-like survivor with a dark visor as a fallback. The camera follows the player from above at a perspective angle, with smooth top-down controls and movement speed around 6 units per second; the Scavenger moves slightly faster (about 6.3). Support keyboard movement and, on narrow/mobile screens, show four arrow buttons at bottom-left plus a circular SCAVENGE action button at bottom-right. Populate the frontier deterministically with around 22 scattered interactable nodes: glowing gold circuit-part scrap pieces, green glowing bio-blooms, and tan wooden weapon/cache crates. Place nine red low-poly hostile creatures around the map; use animated zombie-like humanoid enemies when available and red faceted geometry as fallback. Three enemies are apex creatures for the Beastmaster objective and have 2 hit points; ordinary threats have 1. Enemies idle until the survivor is within about 14 units, then chase at roughly 1.3 units per second and switch to a run animation. When within about 2.3 units, they periodically damage the player. The survivor can interact within about 3.2 units: collect one nearby node, hide it, increase score by 10, and show a rounded bottom toast. Circuit parts increase parts and weight by 8 and display “Circuit part recovered”; blooms increase blooms and restore 16 stamina and display “Bio-bloom harvested”; caches increase caches and weight by 14 and display “Weapon cache secured.” If no node is nearby, striking/interacting near an enemy deals one hit, gives 25 score, and displays “Hit confirmed,” “Threat neutralized,” or “Apex creature down.” Otherwise display “Nothing within reach.” Track player values: HP 100/100, stamina 100, hunger 100, thirst 100, weight 0, score 0, plus collected parts, convoy crates, blooms, hunts, and caches. While moving, stamina drains 5 per second; while idle it restores 10 per second. Hunger drains 0.7 per second and thirst 0.8 per second, or 25% faster for the Scavenger. Enemies damage the player for 8, or 12 for the Engineer. Complete objectives when reaching 3 circuit parts for Engineer, 3 convoy crates for Scavenger, 3 apex hunts for Beastmaster, 3 caches for Marauder, or 5 blooms for Botanist; then show “Quest complete — frontier objective secured” and stop gameplay. Preserve the exact simple prototype behavior rather than adding crafting, firearms, settlements, farming systems, or other features not represented here. During play, place a fixed transparent dark HUD bar at the top. On the left, show a bordered stats box with the selected archetype, “HP current/100 · Stamina current · Score,” a green HP meter, and “Hunger current · Thirst current · Weight current.” On the right, show the quest title, its objective text, and a gold Progress line such as “2/3 circuit parts,” “1/3 apex creatures,” or “4/5 purifier blooms.” Toast notifications appear centered near the bottom in a dark rounded pill with a green border. Use responsive CSS, rounded panels, thin green outlines, uppercase tracking for labels, gold primary controls, and a polished compact survival-prototype presentation. Load animated low-poly Adventurer and Zombie Male GLB assets if available, with idle/walk/run animation transitions, but retain the simple geometric fallbacks so the game remains playable without external models.”,