Arcade › Iron Nights
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Amanda Behr built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Iron Nights yet. Play it, then tell Amanda Behr what you would add next.
Iron Nights was built by Amanda Behr 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 Nights 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 playable 3D third-person survival-horror game titled “Iron Nights.” Use a low-poly forest clearing rendered in Three.js-style 3D: dark green circular ground/fog, dense rings of stylized pine trees around the perimeter, soft shadows, and a moody teal-green palette. Place a campfire at the center made from crossed brown logs and animated orange/yellow cone-shaped flames, with a warm flickering point light and a faint glowing circular safety ring about 4.25 world units in radius. The camera should follow behind and above the player, looking down at the character and nearby clearing (roughly a 60-degree perspective camera positioned behind/above the player), with smooth camera interpolation. The player is a small white capsule-like scout robot with a bright cyan-blue rectangular visor, controlled from a top-down/third-person perspective. Start the player near the campfire at position (0, 0, 3.2). The playable forest clearing is a roughly 42-unit-radius circular area, with movement clamped to a radius of 28 units. Support keyboard WASD and arrow keys for normalized four-direction movement; the player rotates to face the movement direction. Support mobile controls consisting of a translucent circular virtual joystick at bottom-left and a large blue “Boost” button at bottom-right. Holding Space on keyboard or the Boost button temporarily moves the player at about 2.1x normal speed, with a 1.35-second boost cooldown that begins when a boost is used. The core loop is time-based day/night survival. When a run begins, reset health to 100, fuel/power cells to 0, night count to 0, put the player at the campfire, and begin daytime with a 34-second timer. During daytime, the mech is inactive and the player explores the clearing to collect glowing blue floating octahedron power cells. Place eight cells around the forest at positions corresponding approximately to (-7,4), (8,6), (-10,-7), (12,-5), (3,-13), (-15,0), (15,12), and (-5,14). Make them rotate, bob gently, and emit blue light. When the player comes within about 1.25 units, hide the cell and its light, increment Fuel by 1, and show a brief “+1 power cell” message. Collecting 6 cells immediately wins the run, even though 8 are present. When the daytime timer expires, switch to night: increment the Night counter, set the night timer to roughly 36 + 3 times the current night number seconds, darken the sky/background and fog to near-black green, reduce ambient/daylight illumination, and intensify the campfire glow. Activate a large animated humanoid mech hunter, loaded/scaled as a low-poly space/mech model, initially positioned away from the clearing (roughly at (18, 0, -18)). During night it continuously moves directly toward the player, turns to face its movement direction, and becomes faster each night: base speed about 2.5 plus 0.35 per night. If the mech is within about 5.6 units of the campfire center, reduce its movement speed to 28%, making the fire a deterrent. If it reaches within 1.75 units of the player, apply damage every 0.65 seconds: subtract 18 HP outside the fire’s safety radius, or only 6 HP if the player is within 4.25 units of the campfire. Show contextual messages telling the player to run to the fire or that the fire weakened the hit. The player should use movement and boost to dodge and retreat to the campfire. When the night timer expires, return to daytime, deactivate the mech and relocate it to a random point about 25 units from the campfire; continue alternating day and night until the player wins or loses. For each daytime transition, brighten the scene with a pale blue daytime background/fog, stronger hemisphere and directional light, and reduced fire light. For nighttime transitions, use a very dark green-black background/fog, dim blue-green ambient lighting, and a warm flickering campfire. Animate the fire flames and mech model where animation clips are available; the mech should idle while inactive, run while hunting, and use a death/dance-style end animation on victory/defeat as appropriate. Build a prominent HUD over the game. At top-left show a rounded dark translucent panel with mint/green “IRON NIGHTS” and a status line such as “Day 1 — 34s” or “Night 1 — 39s.” At top-right show another rounded panel with three stats: “Night” and its number, “Fuel” as current count out of 6, and “HP” as current health. Center the opening instruction text: “Gather blue power cells by day. When night falls, stay near the campfire and dodge the mech.” Show a large mint-green rounded “Start Run” button before play; hide it during a run and change it to “Play Again” after winning or “Try Again” after losing. Include a bottom help line: “WASD / Arrows move · Space boosts · Collect blue cells · Campfire keeps the mech back.” Use responsive mobile-friendly UI with no scrolling and preserve the atmospheric scene behind the overlays. Winning condition: immediately end the run when Fuel reaches 6, stop the mech, show a success message such as “You repaired the beacon and escaped the mech forest,” and display the Play Again button. Losing condition: when HP reaches 0 from mech attacks, stop the run, show a defeat message such as “The mech dragged you into the dark. Try staying closer to the fire at night,” and display Try Again. Do not add weapons, shooting, inventories, extra enemies, or mechanics beyond collecting cells, moving/boosting, campfire protection, day/night timing, mech pursuit, health, win, and loss.