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Last Hold

  • 3d
  • first-person
  • wave-survival
  • zombie
  • shooter
  • horror
  • base-defense
0
Remix it Discord

4 plays ·added July 12, 2026

About Last Hold

buggy, unfinished, posting for credits

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Antony Bower built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Last Hold yet. Play it, then tell Antony Bower what you would add next.

Make your own game

Last Hold was built by Antony Bower 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 Last Hold 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 Last Hold

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 first-person 3D wave-survival shooter called “Last Hold.” The player is inside and around a dark, derelict, overgrown industrial building at night/dusk, rendered in a subdued green-gray palette with heavy fog, dim ambient lighting, soft shadows, and a bright cone-shaped flashlight. Use a sparse translucent dark HUD with thin gray-green borders, a small centered crosshair, and minimalist sans-serif text.

World layout: make a fully enclosed ruined multi-room building approximately 15 by 11 world units, with a central hall and connected side rooms divided by partial interior walls. It should have a ground floor, damaged ceiling, upper facade shell, and a roof route reached by catwalk stairs on the east/right side. The roof is a narrow elevated section with several holes/openings. Surround the building with a dark exterior yard containing scattered grass, bushes, trees, and overgrown vegetation. Populate the interior with visibly heavy ruin/industrial clutter: scaffolding, roof-support poles, catwalk railings, damaged barriers, crates, barrels, trash bags, machines, cabinets, and storage piles. Include four visible flat toxic green mold pockets on the floor; entering one continuously damages the player. Place three defensive breach points with crude piles of boxes, barrels, and trash: the north entry, west breach, and east window. These barricades block movement, have 120 base integrity, can be destroyed by zombies, disappear when broken, and are restored between waves.

Gameplay is a single-player first-person FPS. Begin with an intro card: “LAST HOLD,” explaining that the player starts with a knife, must hold the overgrown ruin, survive five waves, then power a rescue radio. Clicking locks the mouse and starts wave 1. Look with mouse/pointer lock; move with WASD or arrow keys; Shift sprints; Ctrl crouches and slows movement; left click attacks; E loots or interacts; F toggles the flashlight; Q swaps between knife and pistol after the pistol is unlocked; R restarts after death or victory. During the build phase, number keys 1–4 buy upgrades and N starts the next wave early.

Core loop: each wave spawns a horde from outside spawn locations around the building, including north, south, east, west, and diagonal yard points. Wave 1 starts with 4 zombies; each later wave adds 2, for 4, 6, 8, 10, and 12 enemies through wave 5. Spawn them gradually rather than all at once. Zombies navigate toward the nearest intact barricade and attack it, then pursue the player when no barricade is available or when close. Basic zombies walk slowly, have increasing health and speed by wave, and attack at close range. Starting on wave 3, occasionally spawn faster, smaller runner zombies with lower base health but higher movement speed. Use simple zombie walk/run, attack/punch, hit reaction, idle, and death animations. Killed zombies fall/use a death animation, award 20 plus 2 per wave points, with an additional 8 for runners. The player starts at the central hall with 100 health, a knife doing 28 damage at short range, and a flashlight with 100 capacity that drains while on. Knife attacks reach about 2 units and use a broad close-range aim check; attacks have a short cooldown. After buying the first weapon upgrade, unlock a pistol and switch with Q; pistol attacks do 22 base damage, have a longer range of about 18 units, a narrower aim check, and a faster cooldown. Later weapon upgrades increase knife and pistol damage.

After all zombies in a wave are dead, enter a 24-second build phase. Respawn five random loot stashes from eight possible positions: indoor rooms and several positions on the roof. Hide them during combat and show them only during build. Approach an active stash and press E to loot; randomly provide bandages (+22 health and 10 points), batteries (+34 flashlight and 12 points), scrap (+18 points), rations (+10 health and 14 points), or water (+12 health, +12 flashlight, and 12 points). Make loot boxes or trash bags glow with small colored marker lights. Build purchases cost points and are available only in the build phase: 1 Reinforce Defences costs 40 plus 20 per defense level, repairs all barricades, increases each barricade’s max integrity by 25, and raises the defense track; 2 Weapon Upgrade costs 60 plus 25 per weapon level, initially unlocks the pistol and sharpens the knife, then increases weapon damage; 3 Survivor Training costs 50 plus 22 per skill level, raises max health by 20, heals up to 25, increases base movement speed slightly, and increases flashlight capacity by 12 while restoring some charge; 4 Supply Cache costs 30 plus 4 per current wave, heals 35, restores 45 flashlight, and awards 8 points. The build timer automatically starts the next wave when it expires.

Victory condition: after wave 5 is cleared, stay in the build phase and make the rescue radio at the north/central back room available. Place a machine-like radio/console on a table around the north interior at approximately (0,-4), with a small button/light. Approach it and press E to activate it. Show a victory card saying “RESCUE SIGNAL SENT,” explaining that the player held the ruin long enough for someone to hear them, and allow R to restart. Defeat occurs when health reaches zero; show “YOU DIED” and R to restart.

HUD: top-left translucent panel shows Health current/max with a green meter, Flashlight current/max with a pale blue meter, current Weapon (Knife/Pistol), and Points. Top-right panel shows Wave and “In Progress” during combat, Zombies Alive (including queued spawns), and each barricade’s integrity or a red “BROKEN” status. At the bottom, show an objective panel that changes between intro, combat, build, death, and victory. During build, show a centered “Build Phase” panel with the countdown, points-related purchase options, and the 1–4/N instructions. Show contextual centered prompts such as “E: Loot scrap” or “E: Activate rescue radio.” Display temporary centered message cards for wave starts, wave cleared, barricade breaches, loot results, upgrade results, and radio activation. Keep the camera and movement first person, with no visible player body or weapon model required; emphasize dark enclosed spaces, flashlight illumination, fog, and the defensive pressure of zombies reaching the three barricade lanes.

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