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Arcade › Grey Pines
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nuke Duke built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Grey Pines yet. Play it, then tell Nuke Duke what you would add next.
Grey Pines was built by Nuke Duke 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 Grey Pines 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 third-person survival-game slice titled “Grey Pines.” Use a muted, cinematic low-poly/cube-world aesthetic: a desaturated sage-gray sky and foggy background, dark evergreen ground, simple box-built cabins and structures, soft shadows, and subdued brown, charcoal, olive, and green materials. Use a full-screen WebGL/Three.js-style presentation with a fixed third-person camera in the playable world, ambient hemisphere lighting plus a warm directional sun, fog, shadows, and a small crosshair at screen center. Start on a character-setup screen over the 3D scene. The left side should contain a dark translucent glass-like rounded panel with a subtle border and shadow. Header text: “GREY PINES // CHARACTER SETUP,” large title “Survivor,” and the description: “Build a field-ready survivor before entering the fixed Grey Pines region. This is a browser slice — no enemies yet.” Provide selectable character options: - Body: Male or Female, with Male selected initially. - Hair: Short, Long, or Cap, with Short selected initially. - Eyes: four color swatches, initially a muted blue-green/teal; alternatives should be olive green, brown, and very dark charcoal. - Hair color: four swatches, initially dark brown; alternatives should be medium brown, pale blond/tan, and near-black. - A name text field with placeholder “e.g. Alex Rowan,” limited to 18 characters, initially blank. - A full-width pale sage button labeled “Enter Grey Pines.” Place a separate dark rounded preview card toward the right side of the setup screen. Its header reads “PREVIEW” on the left and the current name on the right, initially “UNNAMED.” Show a centered animated humanoid survivor model in the preview, using a simple stylized base character. Apply the selected body, hair, hair color, and eye color to the model. Short hair should be a compact cap-like hair shape, long hair should be taller with an additional rear section, and Cap should look like a cap. The survivor should idle and gently rotate for inspection. Include the visible instructional text: “Drag the preview to inspect your survivor. In-world: WASD / arrows to move, mouse to look, Space to jump, E to open the nearest door.” Match the responsive layout: on narrow screens the setup panel is near the top and the preview card is near the bottom. When Enter Grey Pines is pressed, hide both setup panels and enter the fixed playable region. If no name is supplied, use “Rowan”; show the entered name in uppercase. The player is the customized animated humanoid survivor, starting on the main road near the far end of the map (around x=0, z=20). Use third-person controls with WASD or arrow keys to move, mouse to look, Shift to run, Space to jump, gravity, and a moderate movement speed. The player model should face its movement direction while moving. There are no enemies, combat, inventory, health, score, or survival meters in this slice. Build the Grey Pines map as a broad flat square clearing/region with a dark muted green ground plane, atmospheric fog, and two intersecting dark roads: a long north-south road centered near x=0 and a cross-road running horizontally around z=10. Populate the fixed region with simple box-built landmarks: three small cabins at approximately (-15,-17), (16,-10), and (22,17), each with brown rectangular walls, a dark charcoal shallow roof, and a front brown door; a taller boxy watchtower at approximately (-25,22) with a dark roof; a long wooden fence crossing the region around z=5, made from repeated vertical posts and horizontal rails; a signpost and rectangular sign around (-4,28); scattered stylized evergreen trees around the outskirts and scattered rocks throughout the area. Keep the scene sparse, quiet, and exploratory, with no procedural objective beyond entering and walking around the fixed Grey Pines region. Give each cabin door interaction behavior. When the survivor is within roughly three world units of the nearest door, show a dark prompt near the bottom center reading “[E] Open door.” Pressing E, or an on-screen interaction button if provided, toggles that nearest door between closed and open by rotating it inward approximately 90 degrees and shifting it slightly so it visibly swings open. Hide the prompt when no door is nearby. Keep the HUD visible in-world: a top-left dark badge reading “GREY PINES // DAY 01,” a top-right badge containing the player’s uppercase name, a subtle centered crosshair, and a bottom-center hint reading “WASD move · mouse look · Shift run · Space jump · E interact.” Use dark translucent panels and pale sage text/accent colors consistently with the setup screen.