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LASTLIFE

  • 3d
  • survival
  • shooter
  • military
  • one-life
  • third-person
  • arcade
0
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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. Kwvr built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

LASTLIFE was built by Kwvr 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 LASTLIFE 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 LASTLIFE

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 single-player 3D survival-warfare game titled LASTLIFE. Use a browser-playable Three.js-style scene with a third-person, over-the-shoulder camera that follows the player from behind and above, looking toward the survivor. The setting is a muted green-gray muddy training wildland in late-afternoon light, with fog, a large gridded ground plane, procedural pine trees and rocks as cover, and a small Academy camp framed by crates, barrels, and fences. Use low-poly/stylized military assets: a male soldier survivor for the player, female soldier models for rivals, crates, barrels, fences, simple trees and rocks, and a visibly damaged radio tower with four poles and a dish. Keep the visual tone austere and survivalist, with dark translucent HUD panels, pale text, gold objective accents, and a centered circular crosshair.

The game must begin blocked by a full-screen dark translucent Academy modal titled “THE ACADEMY.” Show the text that mandatory training decides who the player is before deployment, and let the player choose exactly one profession from six clickable cards: Medic (“Slower bleeding, better field treatment, more max health.”), Engineer (“Can repair the radio tower faster and fortify crates.”), Scout (“Fast movement, wider awareness, weaker in sustained fights.”), Soldier (“Better recoil control, more ammo, stronger under fire.”), Farmer (“Hunger drains slowly and food restores more.”), and Mechanic (“Can salvage vehicles and gains extra supplies from caches.”). Below, show the mission: deploy at a balanced distance from other survivors, reach the signal cache, recover supplies, and survive raider patrols; death ends this life. Selecting a profession closes the modal and deploys the character at camp around x=0,z=-10, while seven rival survivors begin around a rough radius-28 circle, representing equal-distance deployment.

Core loop: survive, reach and interact with supply locations, fight or evade rival survivors, and repair the radio tower. Place a Signal Cache north of camp at (0,22), a Medical Stash at (-18,13), a Water Drop at (19,-4), and the broken radio tower at (10,25). Each supply point is represented by a crate with a vertical glowing gold beacon. The initial objective is “Reach the signal cache north of camp.” Interacting within roughly 2–3 meters marks a cache taken, awards ammunition and supplies, and increases reputation: the signal cache gives a larger ammo reward and +5 reputation; other caches give smaller rewards. After the signal cache, update the objective to “Repair the radio tower or survive the patrols.” At the tower, repeated USE interactions build repair progress; Engineer and Mechanic gain 45 progress per interaction, other roles gain 25, until 100%. On completion set the objective to “Radio online. Hold the area and stay alive.”, grant +15 reputation and morale, and announce that the radio is online and the survivor’s name enters season history. There is no automatic victory screen in the implemented slice; the player continues surviving.

Implement WASD and arrow-key movement, with diagonal normalization. Movement direction rotates the player and determines the forward shooting direction. Also support mobile controls: an on-screen four-direction D-pad, a circular FIRE button, and a circular USE button; make these touch buttons actually tappable. Press Space or FIRE to shoot, and E or USE to interact. Shooting consumes ammo and creates small glowing projectiles traveling forward; use more spread for most roles and tighter spread for Soldier, with a slight time-varying wind drift. Start with 18 ammo, except Soldier starts with 32. Add a simple shot sound if available.

Implement the survival HUD fixed over the game. At top left show LASTLIFE, the tagline “You only get one. Make it count.”, and pill-shaped readouts for Role, HP/max HP, Hunger, Thirst, Fatigue, Bleed, Morale, Ammo, Food, Water, Medkits, and Rep. Use danger coloring for low health/needs, high fatigue or bleeding, low ammo and poor reputation, and green/good coloring for positive values. At top right show an Objective panel and a World line reporting the number of living rival survivors and current wind drift. At lower left show a fading event feed with messages such as Academy completion, controls, cache secured, incoming fire, treatment, and life-ending messages. Keep a white circular crosshair at screen center.

Use these exact profession gameplay modifiers: Medic max health 120, normal speed and needs, starts with 3 medkits, bleeds more slowly and heals more with a medkit; Engineer max health 100 and normal speed, repairs the radio faster; Scout max health 95, speed multiplier 1.25, hunger and thirst drain multiplier 1.05; Soldier max health 110, speed multiplier 1.05, starts with 32 ammo and has reduced shot spread; Farmer max health 105, speed multiplier 0.95, hunger drain multiplier 0.65, thirst multiplier 0.9, starts with 3 food and restores more hunger; Mechanic max health 100 and normal speed, repairs the radio faster. Normal starts are one food, one water, and one medkit, with 100 hunger, 100 thirst, 0 fatigue, 75 morale, and 0 bleeding.

Model needs over time: hunger drains at about 0.42 per second times profession multiplier and thirst at about 0.64 per second times multiplier. At zero hunger or thirst, health drains. Movement raises fatigue and resting reduces it; fatigue and low thirst reduce movement speed. Bleeding continuously damages health and slowly declines, with Medic bleeding decline substantially faster. Morale trends toward a normal value, falls under severe needs and enemy pressure, and rises after the radio is repaired. If health reaches zero, end the current life immediately: stop gameplay, show a dark “LIFE ENDED” modal with the death reason, historical reputation category, and the Season 1 survival-time record, then require the player to click “Attend Academy Again.” Restart must return to the Academy choice, reset rivals and unclaimed supplies, and force a new profession choice. Historical outcomes should classify reputation as “Signal Hero” for reputation >=12, “Known Raider” for reputation < -4, otherwise “Forgotten Survivor.”

Create seven active rival survivor enemies around the outer circle. They should use female soldier models or low-poly fallback bodies, approach the player until roughly 9 meters away, then periodically fire enemy tracers with imperfect distance-based hit chance. Enemy hits deal roughly 8–20 damage, add bleeding, and can lower morale; show occasional warning messages such as “Incoming fire — suppression rising.” Rivals can also damage the player at close range. The player’s bullets damage rivals; each rival has about 55 health. Killing a rival hides it, may grant a small ammo pickup, and reduces reputation by 2 with a message that reputation shifts toward Raider. Rival bullets/tracers should be short-lived visible glowing projectiles. Include basic obstacle push-out around trees and rocks, map bounds around -70 to 70, shadows, fog, animated idle/run soldier models when assets load, and a fallback capsule body if they do not. The final experience should feel like a compact, replayable one-life military survival prototype rather than an MMO, with no backend, multiplayer, voice chat, or invented systems beyond those described.

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