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Arcade › Frost Abyss
Click the game above and it runs right here in your browser. No download, no installer, no account needed. hestyn.griffin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frost Abyss yet. Play it, then tell hestyn.griffin what you would add next.
Frost Abyss was built by hestyn.griffin 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 Frost Abyss 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 underwater survival game titled “Frost Abyss,” using Three.js. The player pilots a small yellow-gold minisub in a cold, dark blue arctic ocean trench, viewed from a third-person chase camera behind and slightly above the sub. The environment should include a fractured pale ice ceiling near the surface, a broad uneven rocky seafloor far below, blue underwater fog and gradient darkness, floating bubbles, small glowing cyan fish, green kelp, angular rocks, and clusters of luminous cyan or pink alien crystals. Add several glowing thermal vents on the seabed. The core objective is to collect all 8 rotating, glowing cyan thermal cores scattered through the trench. Each core is an emissive octahedral crystal surrounded by a thin glowing ring and point light. Fly the minisub within collection range to make a core disappear, increase the counter, and restore 18 oxygen. When all 8 are collected, show a victory overlay titled “Signal Restored” explaining that the emergency beacon was powered and the player escaped the Frost Abyss. Start with a full-screen translucent dark-blue title panel. Display the large uppercase title FROST ABYSS, text describing an original arctic-ocean survival game with huge roaming ice leviathans, and instructions to gather 8 glowing thermal cores before oxygen runs out. Include a bright cyan rectangular “DIVE IN” button. During play, use a top HUD of rounded translucent pills showing O₂ (initially 100), Hull (initially 100), Depth in meters, Thermal Cores 0/8, and a danger status. The danger text is “SIGNAL QUIET” normally, “LARGE LIFEFORM NEAR” when a large creature approaches, and “LEVIATHAN ATTACK” when extremely close. Put contextual messages beneath the HUD, such as core collection, oxygen warnings, habitat status, parasite warnings, and danger hints. On desktop show a bottom hint: WASD/arrows swim, Space rises, Shift dives, E removes parasites, mouse or drag steers. On touch devices provide a circular left thumbstick and right-side UP, SHAKE, and DOWN buttons. The minisub should be a compact rounded yellow hull with a blue-transparent glass cockpit, tapered tail, and a forward spotlight. Move it freely in 3D: WASD or arrow keys move forward/back and strafe relative to yaw, Space rises, Shift dives; mouse dragging changes yaw and pitch. Smoothly accelerate/decelerate, constrain the player to a large rectangular underwater area, and constrain depth between 4m and 78m. Use a chase camera that follows behind the sub and looks ahead in its facing direction. Place a nearby modular underwater habitat around coordinates roughly (-24, -37, 46): a pale cylindrical cross-shaped station with a glass dome, cyan window rings, a docking/moonpool ring, a yellow beacon on an antenna, support legs, and a faint cyan wireframe safe-zone sphere. Within about 20 meters of the habitat, refill oxygen rapidly, reduce danger, and prevent enemy attacks; show a message that oxygen is refilling and leviathan noise is dampened. Oxygen also refills near the surface (shallower than about 7m). Otherwise oxygen drains over time, more quickly with danger and at greater depth. At oxygen 30 show a warning, at 10 show a critical warning; at zero, darken the screen with a radial suffocation fade and, after roughly 3 seconds, destroy the hull and lose. Include three enormous original alien leviathan predators built from stylized primitive geometry rather than recognizable copyrighted creatures: long segmented dark blue/purple/teal bodies, broad heads, underslung jaws, side fins, dorsal fins, glowing red eyes, and colored cyan, magenta, or pale-cyan accents/aura lights. They should roam on large circular patrol paths at different depths and positions, animate their tails in a wave, and turn in their direction of travel. When the player is outside the habitat and comes within roughly 74 meters, a leviathan gradually becomes angry and chases toward the player; within close impact range it inflicts heavy hull damage and knocks the sub backward. Update danger based on proximity. Also add three smaller patrol stalker enemies made from glowing cyan primitive shapes. They wander around fixed home positions, chase the sub when it comes within about 28 meters outside the habitat, and bite at close range for moderate hull damage with a cooldown. Add three pink/red parasite creatures made of a small flattened body and two claws. They drift near fixed home locations, chase when close, attach to the minisub at very close range, visibly remain attached near the sub, and drain oxygen rapidly while attached. Press E or tap SHAKE to remove every attached parasite; display a message whether one was removed or none was attached. Habitat safety prevents these enemies from attacking/attaching. Hull damage should display contextual messages and knock the sub back. At zero hull, show a full-screen translucent game-over panel titled “Lost Below” with a failure explanation and “TRY AGAIN” button. Restart fully resets oxygen, hull, core collection, enemies, player position, messages, and overlays. Use cold arctic visual styling: near-black navy background, cyan fog and lighting, emissive ice-blue collectibles and crystals, pale ice ceiling, subdued rocky floor, translucent blue UI, white/cyan typography, cyan gradient buttons, rounded HUD pills, and strong bloom-like emissive illumination achieved with materials and point lights. Do not use copyrighted Subnautica assets, names, models, creatures, sounds, or logos.