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Frontier Siege

  • 3d
  • third-person
  • action
  • strategy
  • low-poly
  • base-defense
  • shooter
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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 Siege yet. Play it, then tell STEVEN MOLYNEAUX what you would add next.

Make your own game

Frontier Siege 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 Siege 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 Siege

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 playable low-poly 3D third-person action/strategy game titled “Frontier Siege.” Use a large square green grass battlefield under a pale blue sky, with soft fog in the distance, simple directional shadows, and a slightly cinematic but untextured stylized look. The camera follows the player from behind at roughly 8 units away in third-person perspective; the player is centered in view and can move around the open terrain, with jumping supported by the third-person movement controller. On touch/mobile, show a translucent circular virtual joystick at the lower right; support keyboard movement through the third-person controller as well.

The player is a chunky blue capsule-shaped soldier with a dark blue helmet, positioned initially near the southwest side of the map. Left-click/tap fires a forward projectile from the player in the camera-facing horizontal direction. The player starts with HP 100 and 18 ammo. Gun projectiles are small dark spheres, consume one ammo, deal 10 damage to enemy units, and can deal 1 damage to the enemy base. If ammo is empty, show a toast saying “Out of ammo — find ammo crates.”

Build a 160-by-160 open battlefield. Scatter low-poly gray rocks and regularly spaced square brown dirt/road tiles across the grass. Include four small wooden frontier houses at approximately (-32,4), (-8,22), (24,9), and (26,-26): each has a raised rectangular wooden floor, four low gray wall segments, and a dark pyramidal roof. Each house contains a wooden chest with a gold-colored lid. Press E near an unopened chest to open it; alternate chests provide either +12 ammo or +25 health (health capped at 100), and opening rotates the lid and displays a short toast. Place rotating pickup cubes throughout the map: gold cubes are ammo and green cubes are health; collecting them within close range grants +8 ammo or +18 health (health capped at 100). Spawn another ammo pickup in a random location every 8 seconds.

Create two opposing fortified bases at opposite corners: the blue player base centered around (-52,0,-48), and the red enemy base around (52,0,48). Each base is a colored central rectangular block with an octagonal tan cylindrical tower rising above it and four gray perimeter walls. Both start at 200/200 HP. Blue player projectiles can damage the red base for 1 per hit, and red enemy projectiles can damage the blue base for 1. Destroying the red base ends the game with “Victory! Enemy base destroyed”; if the blue base reaches zero show “Defeat! Your base fell.”

Place three army camps, marked by a low-poly brown tent, a gold flagpole, and a gold circular ground ring, around (-22,34), (24,34), and (0,-22). When the player is within 9 units of the nearest camp, the HUD should show “NEAR CAMP — M swordsman · R archer.” Press M to summon a blue swordsman or R to summon a blue archer, spawning the unit beside the player; if too far away, show “Move near an army camp to summon units.” Summoning displays “Swordsman summoned” or “Archer summoned.” Blue units are simple small low-poly humanoids with blue torsos, skin-colored heads, and either a gold sword or bow. The game begins with six red units near the red side: three red swordsmen and three red archers. Red units move toward the blue base until close, and periodically fire at the player when within 30–34 units. Blue summoned units fire at the red base when within 34 units. Swordsmen and archers have 45 and 35 HP respectively; their projectile damage is 10 and 5 respectively. Enemy red projectiles can damage the player, and when player HP reaches zero show “Defeat! Your squad was wiped out.” Destroyed red units award 20 score.

Use simple low-poly geometry throughout: capsule bodies, spheres for heads/projectiles, boxes for buildings/walls/pickups, cones for tents/roofs, cylinders for towers/rocks, and flat standard materials with blue/red/gold/brown/gray/green colors. Add a small HUD overlay showing “HP [value] · Ammo [value] · Score [value]” and “Blue Base [hp]/200 · Red Base [hp]/200”; include the camp prompt when applicable. Add a dark square 160x160 minimap in the upper-right corner: white player dot, blue and red base dots, pale-gold camp dots, blue friendly unit dots, and red enemy unit dots, all mapped to world positions. Include short fading toast notifications for chest actions, summoning, invalid summon location, ammo depletion, and victory/defeat. Keep gameplay active until victory, defeat, or game over; on game over stop updating controls, units, projectiles, pickups, and random spawns while continuing to render the final scene and HUD.

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