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Grave Dust Gospel

  • 3d
  • third-person
  • survival-horror
  • western
  • stealth
  • action
  • dark-fantasy
0
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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. Jack Moro built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Grave Dust Gospel yet. Play it, then tell Jack Moro what you would add next.

Make your own game

Grave Dust Gospel was built by Jack Moro 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 Grave Dust Gospel 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 Grave Dust Gospel

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 browser-based 3D third-person survival-horror game titled “GRAVE DUST GOSPEL.” The camera follows a cowboy protagonist from behind at about 4.2m distance and 2.4m height, with mouse-look/third-person framing and a small pale crosshair dot at screen center. The player is a male cowboy/undertaker represented by an animated low-poly 3D character, standing in a large dark desert ghost town at night. Use a blood-moon / reddish-black sky, dense dark brown fog, cold blue moonlight, dim warm orange lantern light carried by the player, and scattered flickering orange lamp posts. The ground is a broad dusty plane. Populate the town with several dark wooden houses and many sparse trees as solid obstacles; the world should feel empty, ruined, and oppressive rather than bright or colorful.

The premise and opening screen text should be: “A two-fisted undertaker crawls through a dead desert town to buy back his daughter's soul from the things that wear burnt steel and rotted hide.” The title screen uses a nearly black burgundy radial background, large tan typewriter lettering for GRAVE DUST GOSPEL, muted story text, and a centered “RIDE IN” button. Show the controls on the title screen: “WASD move · Shift run · F fix a node · E hide · T talk · Click shoot”. Clicking RIDE IN starts an audio-backed text intro sequence with these lines: “[18+ WARNING: GRAPHIC VIOLENCE, BLOOD AND GORE]”, “The wind howls through the ruined ghost town. The soil is soaked in crimson.”, “They butchered your little girl. They took her soul.”, “But the old text speaks of a blood trade. Fix nine settlement nodes. Open the inner sanctum.”, and the controls line, followed by “Go. Make it count.”

Core objective: find and repair nine glowing settlement nodes distributed around the town in a wide radial pattern. Each node is a small dark-red cylindrical spool with a pulsing orange-red ring/halo on the ground. Walk within roughly 3 meters and press F to fix the nearest unfixed node. Fixed nodes lose their halo and glow more intensely. Display progress as NODES: 0/9, advancing to 9/9. At 3 repaired nodes show “Sector one cleared. The town shifts. Something stirs.”; at 6 show “Sector two cleared. They know you now.”; at 9 unlock the final combat phase and show “The town square cell walls grind open. The amalgams are vulnerable!” Repairing a node creates noise and alerts the enemies.

Include two hostile monsters: a large ground “BEAST” (dark big demon with a burnt/fire-tinted material) starting in the far southwest and a flying demon “WING” starting in the far northeast. They have faint red/orange eye light, idle animations, and simple AI: wander slowly toward their home when calm; detect the player based on distance and noise; when alerted, pursue the player with increasing speed. Running, shooting, talking, and repairing create or amplify detection/noise. Show a red warning in the upper-right HUD, “⚠ something is hunting you”, while an alert pulse is active. Enemies attack at close range (about 1.8m) on a cooldown and deal 34 health damage per hit. They should push around town obstacles and remain within broad world bounds.

The player begins with HP 100, STAMINA 100, and AMMO: 2. Running while holding Shift drains stamina quickly; stamina regenerates while not exhausted, and when it reaches zero the player becomes exhausted and is forced back to walking until it recovers to about 30. Walking is slower than running. Press E toggles hiding: while hidden, the cowboy stops/uses an idle pose and is harder to detect; hiding is refused if a living monster is within 5m, with a message saying it sees you. Show the HUD in the upper-left as a translucent almost-black panel with tan monospace text, HP and STAMINA values plus horizontal red and ochre bars, and AMMO and NODES counters. Put subtitles near the bottom center in pale gray-tan text with a dark shadow. Use short synthesized blips/noise bursts for UI, repair, shooting, and damage feedback.

Press T for contextual talking/taunting. With a cooldown of about 10 seconds, show one of several cowboy lines such as “You smell like burnt rubber and rotten venison, you bastard!”, “That truck didn't finish you, but my lead will.”, “Come on! I've seen uglier things scraped off cow catchers!”, or “Get back in the scrap heap where you belong!” when enemies are within 15m; otherwise show grief lines including “Daddy's coming, sweetie... just hold on.” and “This whole godforsaken town can burn to ash if it means seeing her smile.” Talking near monsters alerts them and displays that they heard you. Clicking the game fires the weapon. The player has only two bullets: before all nine nodes are repaired, shots make noise but spark harmlessly off the monsters’ rusted chassis; after 9/9, each shot can kill the nearest living monster within 8m, making it disappear with a violent hit message. Otherwise report that the shot echoes and was wasted. Empty shots display “*Click* ... Empty. Dammit.” The player must use the two bullets to kill both monsters after unlocking the final phase.

On death, stop gameplay and after a short delay show a full-screen dark translucent end card with “YOU DIED” and the text “The crimson dust keeps what it takes. Your girl stays in the dark.” plus a “TRY AGAIN” button. Death subtitle: “The beast's jagged grill tore through your spine. You failed her...” If both monsters are killed after the nodes are repaired, win: show “The monsters are quiet. The blood circle is complete.”, then “You slice your wrist over the altar. A life for a life.”, and after a delay display a full-screen end card titled “A SOUL FOR A SOUL” with “The blood trade is paid. Somewhere beyond the veil, a little girl opens her eyes.” and the same restart button. Use a grim western occult tone, sparse UI, typewriter/monospace typography, deep burgundy-black palette, muted tan text, orange-red emissive glows, cinematic fog, shadows, and restrained atmospheric audio. Do not add inventories, jumping, collectibles, dialogue trees, extra weapons, or additional enemies beyond this node-repair, stealth/noise, two-shot combat loop.

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