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Arcade › MARS: THE LAST HOME
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MARS: THE LAST HOME was built by Theboss_official 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 MARS: THE LAST HOME 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 third-person 3D survival/base-building game titled “MARS: THE LAST HOME.” Set it on a sparse, stylized Mars landscape: a broad dark red-brown ground plane, distant low-poly mesas and rocks, craters, a cave entrance, reddish atmospheric fog, warm orange sunlight that slowly changes with time of day, and occasional dust-storm visibility reduction. Use a clean low-poly sci-fi art style with soft shadows, cinematic lighting, and a dark reddish space-Mars palette accented by cyan interface lights. The player is Alex, an astronaut/explorer in a pale space suit, viewed from behind in an over-the-shoulder/third-person camera. Use a capsule-like fallback astronaut if no character asset is available, with a dark blue visor; if assets are available, use a distinct explorer astronaut. The player starts near the landing site at approximately the center of the world. Movement should support third-person directional controls, camera-relative walking, jumping, gravity, and mouse/camera control. Put a small circular crosshair at screen center. Add NOVA, a small friendly AI rover companion. It should be a compact wheeled robot following a few meters behind the player: metallic gray-blue rectangular body, dark head, glowing cyan horizontal scanner eye, antenna with a glowing orb, and two visible wheels. NOVA follows the player, looks toward them, and displays contextual messages when resources are collected, when building mode changes, when oxygen is low, during dust storms, and when alien scouts are nearby. The core loop is exploration, resource gathering, survival, and hand-placed construction. Scatter six glowing low-poly resource pickups around the terrain: metal near the landing site, rock to the west, purple minerals farther west, ice at a distant eastern/northeastern deposit near the cave/ridge, electronics farther north, and orange crystals to the east/southeast. Pickups should slowly rotate and can be collected only when close enough. Press E or click the on-screen “E · INTERACT” button to collect the nearest pickup. Each pickup increases its matching inventory resource and adds score; collecting ice should produce a special NOVA message saying the deposit is deeper than expected and should be brought back to base. Place visible sci-fi landmarks and props: a damaged lander/ship near the starting area, a large landing/base structure, a solar-panel structure, a roof antenna/beacon, and several scattered Mars rocks. These are environmental landmarks rather than separate complex interaction systems. Spawn two flying alien scout enemies in the distance. They should move toward/face the player when within range; close contact damages health over time, and NOVA warns about hostile contact when they are nearby. The enemies are threats but there is no weapon or combat system. Track these starting resources and survival values: metal 3, rock 2, ice 0, minerals 1, electronics 0, crystals 0, alien 0, water 35, food 60, energy 50; health 100 and oxygen 100. Oxygen continuously drains, water and food slowly drain, and health decreases faster when oxygen is critically low. If health reaches zero, perform an emergency suit reboot by restoring health and oxygen and returning the player to the landing area. A built oxygen generator restores oxygen while the player is within roughly 10 units of the base; a water tank immediately increases water when built. Energy is displayed but does not need a separate drain or consumption mechanic beyond the resource count. Implement building mode toggled with B or the “B · BUILD” button. In build mode show a centered hint: “BUILD MODE · 1 Shelter · 2 Solar · 3 Oxygen · 4 Water Tank · R rotate · click place.” Number keys select four structure types, R rotates the selected placement by 90 degrees, and clicking the renderer places the structure a few meters in front of the player. Deduct exact costs: temporary shelter costs 2 metal and 1 rock; solar array costs 2 metal and 1 electronics; oxygen generator costs 3 metal, 1 electronics, and 1 crystal; water tank costs 2 metal, 2 rock, and 1 ice. If resources are insufficient, show a NOVA warning and do not place anything. Represent placed structures with simple colored low-poly meshes: a brown box-like shelter, a blue flat solar array, a teal cylindrical oxygen generator, and a blue cylindrical water tank. The first structure advances the mission from stage 1 to stage 2; placing four or more total structures advances to the final settlement stage. Building an oxygen generator should immediately add some oxygen, and building a water tank should immediately add some water. Create a fixed HUD over the 3D view. At top left show the orange title “MARS: THE LAST HOME” and a mission line that changes exactly by progression: stage 1 “MISSION 1 · LANDING — Repair the beacon and build a temporary shelter.”; stage 2 “MISSION 2 · SURVIVAL — Build an oxygen generator and solar array.”; stage 3 “MISSION 3 · WATER — Reach the ice deposit and process water.”; stage 4 “MISSION 4 · SETTLEMENT — Keep building the city by hand.” At top right show a dark translucent rounded stats panel with colored horizontal bars and numeric values for HP, O2, WTR, FOOD, and ENG, followed by a compact material readout for MET, ROCK, ICE, and MIN. Match the bar colors: red/orange health, pale cyan oxygen, blue water, yellow food, and purple energy. At bottom left show a dark translucent rounded NOVA dialogue panel labeled “NOVA · AI ROBOT,” with cyan label text and a changing message. At bottom right provide buttons labeled “E · INTERACT,” “I · INVENTORY,” “B · BUILD,” and “M · MAP.” Support the same keyboard shortcuts: E collects, I toggles inventory, B toggles building, and M toggles the orbital map. The inventory overlay should be a centered dark panel titled “INVENTORY,” showing a grid of all resource names in uppercase with their current counts, including metal, rock, ice, minerals, electronics, crystals, alien, water, food, and energy. The map overlay should be a centered dark panel titled “ORBITAL MAP,” with the text that the landing site is marked, the ice deposit is east beyond the ridge, and the alien signal is unresolved, plus a simple stylized map graphic labeling LANDER and ICE with colored markers. Use responsive HTML/CSS HUD styling: rounded translucent navy-black panels, thin warm orange borders, orange title, cyan NOVA accents, compact sans-serif text, and a warm sci-fi cinematic presentation. Keep the game playable as an actual real-time 3D scene, with shadows, fog, changing lighting, resource pickups, enemy pursuit, survival drain, construction placement, inventory/map overlays, and mission/HUD updates all functioning together. Do not add weapons, elaborate combat, crafting trees, quests, dialogue choices, vehicles, or features beyond these mechanics.