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Last Outpost

  • 3d
  • third-person
  • shooter
  • survival
  • sci-fi
  • arena
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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. Sajan Raghav C built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Last Outpost yet. Play it, then tell Sajan Raghav C what you would add next.

Make your own game

Last Outpost was built by Sajan Raghav C 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 Outpost 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 Outpost

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 sci-fi survival shooter titled “Last Outpost.” Use Three.js or an equivalent real-time 3D engine with a dark navy background, atmospheric fog, soft shadows, and a fixed arena camera following the player from behind at a moderate distance. The arena is a large flat square ground plane, approximately 90 by 90 world units, enclosed by four tall dark boundary walls around a roughly 34 by 34 playable sector. Scatter four chunky rectangular cover blocks inside the arena: one around (-6,-4), one around (5,-5), one around (-5,6), and one around (6,5), each about 2 units tall. Place several small cyan/teal glowing beacon posts near the outer edges as environmental accents. The visual style is clean low-poly/flat-colored sci-fi: very dark blue environment, blue-gray cover and walls, cyan emissive accents, cool blue lighting, fog in the distance, and a polished HUD with translucent dark panels and cyan borders.

The player is a stylized animated humanoid soldier avatar, initially at the southern side of the arena (world position approximately 0,0,10), with shadows enabled. Use a third-person controller: WASD or arrow keys move, Space jumps, and dragging the mouse/finger aims/orbits the camera. Movement speed is about 6.4, jump speed about 8.2, gravity about -22, and the camera follows at about 6.2 units. Play the soldier’s Idle animation while still and Walk/Run while moving. Keep a small crosshair centered on screen.

Spawn exactly four stylized animated low-poly mech enemies at the start, approximately at (-9,-9), (9,-10), (-10,4), and (10,7). They should be visible enemy robots/mechs with dark or flat-colored materials and shadows. Each enemy has 3 hit points, idles when spawned, turns to face the player when close, and begins pursuing the player when within 15 units. They move toward the player at approximately 1.15 units per second until they are about 3.4 units away. When within 5 units, an enemy attacks on a roughly 1.2-second cooldown and reduces the outpost Core by 8 percentage points. Enemies should play a hit reaction when shot and disappear when their health reaches zero.

Firing is a camera-centered hitscan weapon. Clicking the canvas or pressing the large on-screen FIRE button fires, with a 220 ms cooldown. Cast a ray from the camera straight through the center crosshair up to 80 units; if it intersects an enemy mesh, subtract one hit point, nudge that enemy slightly backward, and show a very brief bright cyan-white cylindrical shot tracer extending forward from the camera. There is no ammunition counter. Keep the tracer visible for only about 0.08 seconds. When all four enemies are destroyed, end the game with a “SECTOR CLEAR” result. If the Core reaches zero, end it with “OUTPOST LOST.” Track and display the number of mech kills in the end message, such as “You stopped 2 mechs.” or “4 targets neutralized.”

Build the HUD to match the shown presentation. At the upper left, place a rounded translucent black/navy panel with a subtle cyan border and shadow. Show the cyan letter-spaced title “LAST OUTPOST,” a prominent line “CORE 100%” (updating as the core is damaged), and the help text “WASD / arrows to move · Space to jump · drag to aim,” with “Click to fire” appended or highlighted on desktop. At the upper right, show a compact rounded panel reading “ENEMIES 4,” updating as enemies are eliminated. Put a faint glowing white/cyan crosshair at the exact screen center. At the lower right, add a 76px circular translucent blue FIRE button labeled FIRE; it is especially useful for touch devices and slightly more opaque while pressed. On fine-pointer desktop devices it may appear subdued until hovered. When the game ends, cover the view with a dark translucent overlay and center a navy rounded result card with a cyan border, a large result heading, a descriptive kill-count line, and a bright cyan RESTART button. Restart reloads/resets the game to its initial state. Ensure the layout is responsive and touch-friendly, with the game canvas filling the viewport and no page scrolling.

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