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Last Stitch

  • 3d
  • third-person
  • survival-horror
  • action
  • zombie
  • soulslike
  • low-poly
  • mobile-friendly
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About Last Stitch

A souls like indie horror game where you play a human bitten by a zombie. Clinging to the last stitch of your humanity, you must survive the humans who see you as a threat and your zombie hunger, feeding on the brains of you enemies. You hear take of a cure and how to make it, so you set you sights to the horizon to save your soul

How to play

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

Discussion

Nobody has said anything about Last Stitch yet. Play it, then tell Solemn Screams what you would add next.

Make your own game

Last Stitch was built by Solemn Screams 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 Stitch 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 Stitch

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 third-person 3D survival-horror action game titled “Last Stitch.” The player is a bitten human represented by a low-poly zombie character, fighting through a narrow dark roadside wasteland toward a ruined chapel altar and its green cure light. Use a follow camera positioned behind and above the player, with a visible road running north/south through the level and the player starting near the southern end, facing toward the distant chapel at the far northern end. Keep the playable space bounded to a roughly 44-unit-wide by 108-unit-long rectangular encounter, with the road about 14 units wide and open wasteland on either side.

Core objective and win condition: collect 3 cure reagents dropped by elite hunters, then walk within about 4.4 units of the glowing green altar at the chapel on the horizon. The HUD must show “Cure reagents: 0/3” (updating to 3/3) and direct the player first to feed on downed hunters and later to reach the green chapel. Winning freezes the active game and displays a persistent message such as “You reached the chapel with enough of yourself left to take the cure.” Losing occurs when health reaches zero or humanity reaches zero; freeze the game, show a persistent defeat message, and provide a Restart button (keyboard R also restarts).

Player systems: provide Health, Hunger, and Humanity meters, initially approximately 100, 82, and 76. Hunger continuously drains at about 1.85 per second. When hunger reaches zero, health drains at about 9 per second. Feeding on an enemy restores 42 hunger up to 100 but costs 14 humanity, making feeding necessary but morally costly. If humanity reaches zero, defeat the player with a message about hunger consuming the last humanity. The player can move with WASD or arrow keys, and support a mobile virtual joystick/touch movement and drag-to-look controls. Shift runs, Space jumps, and Q performs a dodge roll; also provide on-screen Roll and Jump controls where appropriate. Rolling lasts about 0.38 seconds, bursts in the intended direction, has roughly 0.34 seconds of invulnerability, and has a short cooldown, with positioning/timing rather than stamina as its resource.

Combat: F or an on-screen Attack button performs a short close-range forward melee strike with approximately a 0.56-second cooldown and a 2.3-unit reach. Attacks damage only nearby living enemies in front of the player. Normal hunters have 3 HP and take 1.5 damage per successful player hit; elite hunters have 4 HP and take 1 damage per hit. When an enemy’s HP reaches zero, do not remove it immediately: put it into a downed state for 8 seconds, change its indicator to an amber/downed color, and show a prompt such as “Feed” while the player is within about 2.2 units. E or the on-screen Feed button finishes the nearest downed hunter, restores hunger, decreases humanity, and then removes/kills the enemy. If the player does not feed before the timer expires, the hunter recovers standing with roughly half its maximum HP. Display brief hit sparks and status messages such as “Hunter down. Feed before they recover.”

Spawn six human hunter enemies distributed along the road and ruins: ordinary hunters around (-4,20), (6,10), and (7,-16), plus elite hunters around (-7,-2), (-6,-30), and (5,-42), relative to the road coordinates. Hunters patrol when distant, begin chasing when the player is within about 14 units, move toward the player until about 1.7 units away, and then strike on a roughly 1.25–1.5 second cooldown. Ordinary hits do about 11 damage and elite hits do about 16. Give ordinary enemies red/dark circular halos and elite enemies green glowing halos above them; downed enemies use an amber halo. Elite hunters drop a floating, bobbing, luminous green octahedral cure reagent when killed/fed. The player automatically collects a reagent within about 1.4 units, updating the counter to 1/3, 2/3, and 3/3.

Environment and atmosphere: build a dark low-poly zombie-apocalypse roadside scene under cold moonlight. Use a nearly black-blue background and dense dark fog. The ground is a broad rough brown/black wasteland plane, with a darker gray road strip, repeated pale road dashes, blood stains and patches, barrels, scattered low road blocks, dead trees, and angular weathered ruin blocks on both sides. At the northern destination create a ruined chapel/altar silhouette with a broad stone base, two stone pillars and a lintel, plus a floating green glowing crystal/light and a green point-light glow that makes the destination visible through the fog. Use low-poly Quaternius-style zombie/human character and apocalypse props when available, with simple placeholder capsule-and-sphere figures as a fallback. Characters should cast shadows; use soft shadows, fog, a cool blue hemisphere/moon directional light, and warm/dark blood and ruin accents. Add subtle bobbing/rotation to halos, cure reagents, and chapel glow, and small sparks on hits and feeding.

HUD and presentation: overlay the game with dark translucent panels and thin gray borders, using restrained off-white text and muted gray labels. At the top show three horizontal bars labeled HEALTH (red), HUNGER (orange/brown), and HUMANITY (blue), followed by the reagent objective and temporary status messages. Show a story card titled “LAST STITCH” with the text: “Bitten, hunted, starving — you still have a shot at a cure. Feed on downed hunters before the hunger empties you, gather 3 cure reagents, then reach the green chapel light on the horizon.” Include desktop controls text: “Move: WASD / left stick • Run: Shift • Jump: Space • Roll: Q or Roll • Attack: F or Attack • Feed: E or Feed.” At the bottom show a guidance card explaining that feeding restores hunger but every brain costs humanity. Provide large touch-friendly Roll, Feed, Attack, and optionally Jump buttons on mobile; collapse the story card into a compact overlay with an Info/reopen button so the 3D camera remains visible. When near a downed hunter, show a centered “FEED” prompt. Use a tense, sparse indie horror tone rather than gore-heavy presentation, with no extra weapons, ranged combat, lock-on, stamina meter, crafting screen, or additional objectives.

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