Arcade › Last Survivor
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Khali Pili built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Survivor yet. Play it, then tell Khali Pili what you would add next.
Last Survivor was built by Khali Pili 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 Survivor 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 browser-based 3D third-person zombie survival shooter titled “ZOMBIE APOCALYPSE // LAST SURVIVOR,” with the game identity “Last Survivor.” Use Three.js-style real-time 3D rendering with a dark, cinematic post-apocalyptic mood. The scene should be a foggy abandoned city at night/dusk: a nearly black blue-green background, heavy exponential atmospheric fog, a large flat gray urban ground plane, a long dark asphalt road running into the distance with regularly spaced pale yellow center dashes, rows of simple derelict rectangular concrete buildings along both sides, and sparse dead leafless trees. Use subdued gray, charcoal, blue-green, and brown colors with soft directional daylight that slowly changes and a warm orange point light in the distance. Render shadows, ambient haze, and a centered third-person camera that follows the survivor from behind at an elevated angle. The player is a soldier/survivor character positioned on the road, controlled with WASD or arrow keys to move, mouse or drag to look, and Shift to sprint. Provide a third-person follow camera and a small centered “+” crosshair. The survivor carries a firearm and faces along the road. Use an animated humanoid soldier model if available; enemies are animated alien/zombie-like humanoids. Enemies spawn around the player in each wave and continuously pursue the player. Basic enemies move quickly and damage the player when within close range; later stages include slower, tougher brutes, and the final stage includes a large boss/alpha brute with much higher health and stronger contact damage. Give enemies visible hit feedback and remove them when defeated. The core objective is to survive and progress through eight sequential mission levels. Display the current level and location/objective in the HUD: Level 1 “ABANDONED CITY” — “Reach the safe zone”; Level 2 “HOSPITAL” — “Rescue the trapped survivor”; Level 3 “UNDERGROUND TUNNEL” — “Find the exit”; Level 4 “MILITARY BASE” — “Activate emergency comms”; Level 5 “FOREST” — “Find the crashed supply vehicle”; Level 6 “PRISON” — “Escape the prison”; Level 7 “DESTROYED DOWNTOWN” — “Reach the evacuation point”; Level 8 “FINAL BOSS” — “Defeat the alpha brute.” Each level begins by restoring the player to the start of the road and spawning a wave of enemies. Start with four enemies and increase the count by two per level; from level 4 onward, every fourth enemy can be a tougher brute. The final level also spawns one boss. Advance when all enemies are defeated, or when the player reaches the forward progression distance (moving sufficiently far down the road); after the final boss is defeated, show a win screen reading “YOU SURVIVED” with the message “The last signal is alive. The city can be rebuilt.” and a RESTART button. Implement shooting with a forward-facing aim test from the player/camera direction: Space or the on-screen FIRE button fires, consuming ammunition and damaging the closest enemy in the aim cone within weapon range. Provide three cycling weapons using Q: PISTOL with 12-round magazine, 72 reserve, 28 damage, 28 range; SHOTGUN with 6-round magazine, 30 reserve, 65 damage, 14 range; ASSAULT RIFLE with 30-round magazine, 120 reserve, 22 damage, 42 range. Use weapon-specific fire rates conceptually, show a small red hit effect when an enemy is struck, and show a “RELOAD” toast if the magazine is empty. R reloads from reserve, and the on-screen RELOAD button does the same. Shooting can also be triggered by clicking/tapping the render area or FIRE button. Health starts at 100; enemy contact drains it over time, with the boss dealing more damage. Show a health bar and numeric health “100 / 100.” When health reaches zero, restore health and return the player to the checkpoint/start position with a “CHECKPOINT RESTORED” notification rather than ending the game. Build the HUD as fixed translucent dark glass panels with thin muted teal borders and rounded corners. At the top left display “ZOMBIE APOCALYPSE // LAST SURVIVOR”; at top right display the current level and location. Beneath the title on the left show the current objective, a horizontal health bar with a red-to-amber fill, and the numeric health. Along the bottom left show the current weapon name and large ammunition count in the format “12 / 72.” Along the bottom right show RELOAD and FIRE buttons. Keep the crosshair centered and show temporary centered toast notifications for mission start, weapon changes, checkpoints, and level transitions. Add a full-screen dark start overlay with the title “ZOMBIE APOCALYPSE,” subtitle “LAST SURVIVOR · CINEMATIC SURVIVAL ADVENTURE,” four buttons EASY, MEDIUM, HARD, and EXTREME, plus the instruction line “WASD / arrows to move · mouse or drag to look · Space / FIRE to shoot · Shift to sprint.” The difficulty buttons should begin the mission and dismiss the overlay; the selected difficulty may be displayed in a mission-start notification, but preserve the simple implemented behavior. Use responsive layout for desktop and mobile, with pointer/touch-friendly controls and a near-black cinematic visual presentation.