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Ironwild

  • 3d
  • third-person
  • shooter
  • battle-royale
  • survival
  • arcade
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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. bottle corner built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ironwild yet. Play it, then tell bottle corner what you would add next.

Make your own game

Ironwild was built by bottle corner 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 Ironwild 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 Ironwild

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 shooter titled “IRONWILD // LAST SIGNAL.” The player drops onto an abandoned, forested island and must eliminate eight rival soldiers, survive the shrinking safe zone, and become the last survivor. Use a low-poly/stylized military sci-fi look with muted teal sky and fog, dark green grass, a broad dark charcoal cross-shaped road network, scattered gray tactical cover rocks, blocky abandoned metal warehouses with red roof trim, a few small rustic outpost houses, and many stylized pine trees around the island. Use soft shadows, slightly cinematic ambient lighting, and a clean game-like presentation rather than photorealism.

Camera and player: use a perspective third-person camera following a soldier avatar from behind and slightly above, with the player centered near the lower-middle of the screen and a small white crosshair at screen center. Start the player at approximately (0, 1, 44), facing into the island. Load/use a stylized animated male soldier model for the player and female soldier models for rivals; scale them as compact low-poly characters with idle/walk/run animation, shadows, and dark green/black military clothing. Provide WASD or a virtual joystick for movement, mouse-look/touch-look, SPACE to jump, and SHIFT sprint if supported by the movement controller. Clicking/tapping the game view fires toward the crosshair.

Core combat: provide two switchable weapons. Weapon 1 is “VOLT AR-4,” with a 30-round magazine, 120 reserve rounds at the start, 26 damage per hit, and a 150 ms firing rate. Weapon 2 is “RIPTIDE SMG,” with a 40-round magazine and 16 damage per hit at an 85 ms rate. Keys 1 and 2 switch weapons; switching resets the selected weapon to a full magazine as in the reference implementation. Press R to reload, transferring rounds from reserve into the current magazine up to its capacity. Each shot uses a center-screen raycast and damages a rival only when the ray intersects that rival’s model. Display “HIT,” “TARGET DOWN,” and “RELOAD” feedback messages as appropriate.

Spawn eight rival AI soldiers at separated positions around the island, roughly 48 units from the center. They should wander when distant, approach the player when within about 32 units, face the player while approaching, and stop/attack at close range. Each rival has 100 health and should fire/inflict approximately 8 damage every 1.15–2.15 seconds while within 26 units. On incoming fire, show a red “TAKING FIRE” toast. When a rival reaches zero health, hide it, increment eliminations, and reduce the survivor count. The player begins with 100 health and 50 armor. Incoming damage first reduces armor by about 55% of the damage amount while armor remains, otherwise it reduces health. Picking up a red health pickup restores 25 health up to 100; picking up a gold ammo pickup adds 45 reserve rounds.

Safe zone: begin with a roughly 72 m zone radius. Every second shrink it by about 0.35 m down to a minimum of 12 m. If the player is outside the current radius, drain about 1.2 health per second and show “OUTSIDE SAFE ZONE” in red. Label the phase “LIVE // ZONE [radius]m,” changing it to “STORM CLOSING” when the radius is below 25 m. End with a victory overlay when all rivals are eliminated, saying “LAST SIGNAL” and “You outlasted every rival on Ironwild.” End with a defeat overlay when health reaches zero, saying “SIGNAL LOST” and “The storm claimed your squad.” Include a RESTART DROP button that reloads/restarts the game.

Place four pickups in the world: gold ammo boxes around (7,8) and (16,-12), and red health pickups around (-10,4) and (-23,18). Make pickups rotate and bob subtly. Build the island with an approximately 180x180 ground plane, a 7-unit-wide north/south MainRoad and a 7-unit-wide east/west CrossRoad. Add around 15 chunky 4x4x2.6 gray cover rocks and eight large blocky warehouse structures distributed around the map, plus three outpost houses and approximately 45 pine trees arranged around the perimeter/wooded areas. Use fog that fades distant geometry into the blue-gray sky.

HUD: overlay a dark translucent, rounded sci-fi panel at top-left reading “IRONWILD // LAST SIGNAL,” the phase, a green health bar with HEALTH 100, and a blue armor bar with ARMOR 50. At top-right show “SURVIVORS 9,” “ELIMS 0,” and a simple compass text “N • NE • E.” Put a circular minimap beneath it at upper-right with a dark green radial background, a bright outlined shrinking-zone circle, and a yellow player dot; keep the visual style clean and slightly glassy. Put a centered white plus crosshair over the world. At bottom-right show a dark rounded weapon panel with the current weapon name, large gold current ammo and “/ 120,” plus the hint “CLICK / TAP TO FIRE · R TO RELOAD · 1/2 SWITCH.” Start with a full-screen dark translucent intro card stating “IRONWILD,” explaining “Drop into the abandoned island. Scavenge, survive the closing storm, and be the last signal standing,” with a “DROP IN” button and the control hint “WASD / joystick · mouse-look · SPACE jump · SHIFT sprint.”

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