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Arcade › Iron Dawn
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jannatmazin12 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Iron Dawn yet. Play it, then tell jannatmazin12 what you would add next.
Iron Dawn was built by jannatmazin12 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 Iron Dawn 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 first-person 3D shooter called “Iron Dawn” / “Iron Dawn: Outbreak,” set in a dark, austere military bunker or muddy fortified field. Use a Three.js-style WebGL presentation with a 72-degree first-person perspective, subtle fog, shadows, and a muted palette: nearly black blue-gray sky/background, olive-gray muddy ground, charcoal bunker walls, brown wooden crates/sandbags, dull metal props, and warm directional sunlight. The player starts at the center of the bunker field around z=10, with a small white plus-shaped crosshair fixed at screen center. Make the environment a large enclosed rectangular field: a 46x46 ground plane, tall outer bunker walls on the left, right, front, and back, several interior wall segments forming lanes, many waist-high brown supply crates near the starting area, a line of brown sandbag-like blocks across the field, a large locked dark metal armory door at the far center, a red weapon station to the left near the far end, and a small metal campaign radio/objective prop near the back. Keep geometry simple, blocky, low-detail, and strongly shadowed, matching the attached screenshot’s sparse industrial FPS look. Implement FPS controls: WASD movement, Shift sprint, Space jump, C crouch, mouse look, left mouse button to fire, right mouse button for focus behavior if supported by the FPS controller, and R to reload. The player has 100 HP. Provide three selectable weapons via number keys: 1 STG-44 (34 damage, 120 ms fire interval, 30-round magazine, 1.5-second reload, range 55), 2 MP-40 (23 damage, 75 ms interval, 32-round magazine, 1.4-second reload, range 42), and 3 Trench Shotgun (14 damage, 650 ms interval, 6-round magazine, 2-second reload, range 28). Start with the STG-44, 30 loaded rounds, and 120 reserve rounds. Firing is hitscan from the camera center toward the crosshair; decrement ammo, respect the weapon fire interval, damage the first intersected living enemy, automatically trigger reload when attempting to fire with an empty magazine, and prevent firing while reloading. Show a brief centered status message for reloads, damage, kills, and round transitions. Have two selectable modes. SURVIVAL is the default and starts at round 1 with 500 points. Each round spawns 3 + (round * 2) zombie enemies at random positions on a ring roughly 15–21 units from the center. Prefer animated humanoid zombie models if available, otherwise use simple green-gray capsule-like enemies. Each zombie starts with 60 + (round * 15) HP and moves toward the player at 1.0 + (round * 0.08) speed. When within 1.35 units, it attacks every 0.75 seconds for 8 HP. On death, hide/remove it and award 100 points. When all zombies in a wave are dead, advance the round and spawn the next wave after a short delay. Losing all HP ends the game with “FIELD LOST” and “The infected overran the bunker.” CAMPAIGN starts at round/mission 01 with 500 points, resets the player and weapon ammo, and has two allied soldier characters near the starting area if animated soldier assets are available. Its HUD objective is “OBJECTIVE: Secure the field radio.” When the player comes within 2.5 units of the campaign radio prop, mark the objective complete, award 500 points, and display “RADIO SECURED — MOVE TO EXTRACTION.” The extraction condition is reaching the starting-side boundary, represented by player z > 15 after securing the radio; then end with “MISSION COMPLETE” and “Extraction reached. The line holds.” Campaign mode should not spawn the survival zombie waves unless explicitly implemented as part of the same combat space; keep the radio interaction and extraction logic central. Build the HUD as fixed screen overlays with a restrained military briefing style. At the top left show a bordered translucent dark panel reading “IRON DAWN // OUTBREAK” in survival or “IRON DAWN // CAMPAIGN” in campaign. At the top right show “ROUND 1 · POINTS 500” in survival and “MISSION 01 · POINTS 500” in campaign. Under the top-left panel show a bordered objective panel in warm pale gold, dynamically reading “OBJECTIVE: Survive the wave · N hostile contacts” in survival, where N is the count of living zombies, or the campaign radio objective/complete text. At screen center show the white crosshair and transient messages such as “ROUND 1,” “+100,” “-8 HP,” or “RELOADING.” At bottom left show a dark translucent bordered health panel with the large green value “100 HP” and the small controls hint “WASD move · Shift sprint · Space jump · C crouch.” At bottom right show the current weapon name, large ammo text such as “30 / 120,” and “LMB fire · RMB focus · R reload.” At bottom center place two bordered buttons labeled CAMPAIGN and SURVIVAL that switch modes and reset the relevant state. On death or campaign completion, show a dark full-screen overlay card with the result title, explanatory text, and a RESTART button. Use lighting and rendering that preserve the screenshot’s atmosphere: dark background, mild distance fog, hemisphere fill light, warm directional key light from above/front, ambient occlusion-like contact shadows, high contrast on the crates and walls, and no ornate scenery. Load animated Quaternius-style Zombie_Male and Soldier_Male assets when possible, clone them for multiple enemies/allies, play run animation for zombies and idle animation for allies, and fall back gracefully to primitive meshes if assets fail. Include responsive canvas resizing, a loading screen reading “IRON DAWN — loading field kit…”, and keep the experience playable immediately in a desktop browser.”