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Gilded Descent

  • 3d
  • first-person
  • extraction
  • dungeon-crawler
  • fantasy
  • roguelite
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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. asaf braun built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Gilded Descent was built by asaf braun 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 Gilded Descent 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 Gilded Descent

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 extraction crawler titled “Gilded Descent,” using Three.js-style rendering and a dark gothic fantasy presentation. The game has two modes: a camp menu and a dungeon run.

Visual style and camera: Render a low-poly 3D scene with a first-person camera (about 70-degree perspective) and mouse-look/FPS movement. Use a very dark plum/black palette, warm gold UI accents, muted lavender text, and dramatic lighting: soft purple ambient/hemi light, a warm directional light with shadows, a magenta rim light, and an orange fire light. Enable fog so dungeon geometry fades into darkness. Use a stylized low-poly armored warrior character preview at camp and low-poly demon creatures in the dungeon. The camp screenshot should show the warrior from behind standing near a fire and gate/sign, with a large translucent dark panel centered over the scene.

Persistent camp state: Start with Gold 120 and Stash 3, shown in a top-right pill. Camp has a dark enclosed square courtyard, floor, three simple enclosing walls, a campfire/fire pit toward the back, a gate at the rear, and a warrior preview facing away from the camera. The centered panel says “Gilded Descent” and explains: “A first-person extraction crawler where every dive is a wager. Gear up from camp, descend ten levels, defeat the queen or escape, and bank what you carried out. Death forfeits the run.” Show four selectable descent buttons in a four-column grid (two columns on narrow screens): “I · Moonlit Crypt” with “Safer drops · Medusa Queen,” “II · Thorned Halls” with “Sharper elites · Demon Queen,” “III · Drowned Vault” with “Cold steel · Kraken Queen,” and “IV · Velvet Abyss” with “Brutal odds · Vampire Countess.” These choices set difficulty 1–4. Also provide “Visit merchants” and “Manage stash” buttons. The merchant costs 35 gold and increases stash by 1, displaying a message if the player cannot afford it; the stash button only reports the current safe stash and says gear management expands next. Gold and stash persist between runs.

Starting a run: Selecting any descent resets depth to 1, health to 100/100, carried loot value to zero, and carried item list to empty, then builds a dungeon. Display a brief message that the descent has begun and everything carried is at risk. Hide the camp panel and show a bottom-left run panel with Depth (1 / 10), Health, Weapon “Moonsteel Sword,” Carried loot, and buttons “Extract” and “Give up.” At the top, retain the game title and Gold/Stash pill. Show a centered “+” crosshair, a circular “STRIKE” attack button at bottom-right for pointer/touch input, and help text: “WASD / arrows move · mouse look · Space or STRIKE attacks” plus “Find the gold gate on each floor. Escape is always a valid win.”

Dungeon layout: Build a dark square room with a large floor, four enclosing walls, and repeated paired pillars down the left and right sides. Place the player at the far end on a raised dark-purple queen-stage/platform. Place a gold-colored glowing extraction gate near the opposite/north wall. The gate begins unavailable visually and only becomes active after the player reaches depth 10 and clears that floor. Use FPS controls with WASD/arrow movement, mouse look, jumping, gravity, collision against the room geometry, and a movement speed around 4.3.

Enemies and combat: At each floor spawn 3 + current depth enemies, capped at 7. Most are small stylized low-poly demons; the last enemy has about a 38% chance to be a larger elite demon. Regular enemies start with 42 + depth*4 HP; elites start with 90 + depth*8 HP. Enemies chase the player continuously, move toward them when farther than 1.5 units, face them, and attack automatically when within 1.5 units. Regular contact damage is 5 every 0.9 seconds; elite contact damage is 10 every 0.9 seconds. The player’s melee strike chooses the nearest living enemy within 4.6 units, otherwise shows “Your strike finds only dust.” A successful strike deals a random 18–27 damage plus difficulty*2, and reports the damage and remaining HP. Trigger attacks with Space or the on-screen STRIKE button. When an enemy dies, hide it and generate one loot item.

Loot: Randomly assign loot rarity with these approximate probabilities: common 30%, uncommon 28%, rare 22%, epic 14%, legendary 6%. Values are common 12, uncommon 28, rare 60, epic 130, legendary 300 gold. Random item names are “Ruby Brooch,” “Moonlit Ring,” “Gilded Idol,” or “Silken Relic.” Add the item’s value to carried loot and show a message such as “Found Gilded Idol · rare · 60g.” The carried loot is not banked until successful extraction.

Floor progression and win/loss: Once all enemies on a floor die, if depth is below 10, increase depth by 1, clear the enemy list, and spawn the next floor’s enemies in the same room, with a message “Floor cleared. A deeper gate unlocks.” At depth 10, clearing all enemies changes the extraction gate to a brighter gold and displays “The queen falls. The gate opens. Extract!” (Despite the narrative wording, use the actual demon enemies and no separate queen boss unless implementing only what is visibly/mechanically described.) The player can press Extract, but it only succeeds at depth 10 and within 4.5 units of the gate; otherwise show “Reach the golden gate after clearing this floor.” On success, add carried loot value to persistent gold, increase stash by the number of carried items, show an escape message, and return to camp. Give up returns to camp and forfeits carried loot. If health reaches zero, show “You died. Your carried loot is lost,” reduce persistent gold by 5 without going below zero, and return to camp. Keep health, depth, gold, stash, enemy count, and carried loot synchronized in the HUD.

Use translucent rounded dark panels, thin gold borders, soft shadows/backdrop blur, gold headings and buttons, danger-colored Give up button, and responsive layout matching the supplied camp screenshot. Include short fadeable status messages near the top center for combat, loot, extraction, merchant, death, and progression feedback.

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