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Grave Rush

  • 3d
  • fps
  • zombie
  • survival
  • shooter
  • low-poly
  • wave-defense
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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. solomondelefalaju built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Grave Rush yet. Play it, then tell solomondelefalaju what you would add next.

Make your own game

Grave Rush was built by solomondelefalaju 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 Rush 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 Rush

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 low-poly 3D first-person zombie survival shooter titled “Grave Rush.” Use a Three.js-style FPS camera with a dark dusk/night atmosphere: a large flat gray city ground, a darker central asphalt road running into the distance, pale concrete sidewalks on both sides, and small yellow dashed lane markings down the road. Add sparse blocky urban props around the road—large commercial buildings at opposite corners, dumpsters, traffic lights, and repeated black fences. Props should cast soft shadows under warm directional sunlight, with cool blue rim lighting, fog, and a dark blue-gray sky/environment. Keep the visual style simple, chunky, low-poly, and moody rather than photorealistic.

The player starts near the road at approximately the center, uses an FPS camera, and carries a large stylized sniper rifle visible in the foreground. Show a small white glowing crosshair at the exact center of the screen. The player can move with WASD (and support a virtual joystick/touch movement if available), jump, and sprint with Shift. Aim with the mouse/FPS look controls; clicking or pressing Space fires. Support right mouse button or a keyboard Z key to zoom into a narrow sniper view, and provide a touch-friendly ZOOM button at bottom right that changes to AIM while held. Press R to reload, and if the player is game over, pressing R restarts the page.

Spawn animated humanoid zombies around the player in a loose ring roughly 13–19 meters away. Use low-poly animated zombie models with a walking animation. Zombies continuously turn toward and walk directly at the player at slightly varied speeds. When a zombie reaches about 1.4 meters, it attacks continuously and drains player health at 12 points per second. Begin with nine zombies after the zombie asset loads, and periodically spawn another zombie about every five seconds while fewer than twelve are active. Shooting is a sniper-like hitscan mechanic: five rounds per magazine, 25 reserve rounds initially, a short firing cooldown of about 0.22 seconds, and automatic reload when trying to fire empty; manual reload is R. Reloading takes about 1.35 seconds and fills the magazine up to five from reserve. A fired shot kills the closest zombie within a forward view cone (dot product greater than 0.6), so one successful shot removes one zombie. Each kill increments kills, and every five kills increments the wave. Periodic spawning also increments the wave, capped at 99. Include a bright orange muzzle flash, a short glowing bullet/tracer streak, and a brass shell casing that ejects and falls/bounces briefly when firing. These are visual effects; the actual hit is hitscan.

Display a fixed HUD over the game. In the upper-left, show a dark translucent rounded panel with a thin blue-gray border, gold spaced uppercase title “GRAVE RUSH,” and stacked stats: “Wave 1 · Kills 0,” “Health 100,” and “Ammo 5 / 25” (updating live, with “RELOADING…” during reload). At the bottom center show a dark translucent help panel reading “WASD / joystick to move · Click or Space to fire · Shift to sprint.” Put the centered crosshair over the world and the outlined ZOOM button in the lower-right. Health cannot go below zero; when it reaches zero, stop gameplay and show a large centered translucent-overlay message “YOU WERE OVERRUN · PRESS R TO RESTART.” The game’s basic goal is to survive the incoming horde and increase the kill and wave counters by shooting zombies before they reach the player.

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