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Arcade › Old Oxide

Old Oxide

  • 3d
  • survival
  • crafting
  • third-person
  • mobile
  • offline
  • low-poly
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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. Sasa Obosralsa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Old Oxide yet. Play it, then tell Sasa Obosralsa what you would add next.

Make your own game

Old Oxide was built by Sasa Obosralsa 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 Old Oxide 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 Old Oxide

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.

Rebuild a browser-based third-person low-poly survival game titled “Old Oxide: X100.” Use Three.js with a large simple grassy green island/ground plane surrounded by a blue-green water plane, a muted pale blue-gray sky, fog, and soft warm directional daylight that slowly cycles as time passes. Keep the visual style deliberately simple and game-like: untextured or lightly textured low-poly geometry, subdued earthy colors, no shadows required. The player is a small stylized humanoid made from a rounded capsule-like orange/brown body with a dark desaturated green jacket block, viewed from behind in a third-person camera that follows at roughly 6 units distance. Place the player near the front/south side of the world and scatter resource nodes ahead: about 10 low-poly trees, 12 rocks, and 4 wooden crates. Trees and rocks should be interactable gathering nodes; crates should be searchable. Use recognizable low-poly tree, rock, and crate models or equivalent simple geometry.

The core loop is offline survival gathering and crafting. The player moves around the island using third-person movement controls (support a virtual touch joystick suitable for mobile and normal game/keyboard controls if available), with jumping and gravity. A prominent bottom-center action panel has four large buttons: INTERACT, ATTACK, BUILD, and MENU. INTERACT selects the nearest living tree, rock, or crate within about 4 world units. Each tree has 3 health/gather hits and each rock has 2; interacting with a tree grants 100 wood per hit, while interacting with a rock grants 100 stone plus 20 metal per hit. Rotate or otherwise visibly react to the node when struck, and deplete it after its health reaches zero. Depleted resource nodes respawn after about 20 seconds. A crate can be searched once, giving +5 Coins and +1 Silver, then disappears and respawns after 20 seconds. If nothing is close, show a brief toast saying to move closer to a tree, rock, or crate. Display brief toast feedback for gathering, searching, crafting, saving, and blocked actions.

The top HUD should closely match the mobile screenshot: a dark translucent rounded stats panel at upper left showing “X100 · OFFLINE,” HP 100 with a horizontal health bar, Hunger 100 and Thirst 100, then Wood, Stone, Metal, Coins, and Silver counts. Start with HP 100, hunger 100, thirst 100, wood/stone/metal 0, Coins 25, and Silver 5. Hunger decreases slowly over time (about 0.18 per second), thirst decreases a little faster (about 0.28 per second), and when either reaches zero HP drains at about 1.5 per second. Keep the HUD values live and show the health bar percentage. At upper right provide Inventory, Craft, Store, and Save buttons in a responsive row/grid.

Inventory opens a dark modal showing capacity as the combined wood+stone+metal total out of 1000, a grid for Wood, Stone, Metal Fragments, and an equipped Rustblade, plus the equipped cosmetic skin. Craft opens a modal with three recipes and buttons: Stone Hatchet costs 100 wood and 50 stone and sets the hatchet as crafted; Building Hammer costs 50 wood and 20 metal and sets the hammer as crafted; Campfire costs 200 wood and 100 stone and reports that the recipe was crafted. Insufficient materials must show a “Missing materials” message. BUILD requires the Building Hammer and also 100 wood plus 50 stone; when valid, consume those resources and place a simple brown square foundation tile (about 2.4 by 2.4 units) snapped to a grid at the player’s current position, incrementing the base-part count. If the hammer is missing, show “Craft the Building Hammer first,” and if materials are lacking show “Need 100 wood + 50 stone.” ATTACK should provide visible/button feedback such as “Rustblade swing — wildlife combat slice ready” and reduce stamina from a default of 100 by 5, but do not invent actual enemies or combat systems because none are present.

The Store modal is an “X100 Store” displaying current Coins and Silver and four cosmetic player-skin choices: Rusted (starter/owned, free), Sakura (Pink blossom finish, 15 Coins), Arctic (Cold blue finish, 30 Coins), and Carbon (Black composite finish, 45 Coins). Let the player buy skins if they have enough coins, then equip owned skins; show insufficient currency feedback when needed. The current equipped skin starts as Rusted. The title/menu screen should be a centered dark translucent card reading “OLD OXIDE,” “FULL SURVIVAL X100 · offline local world,” the local profile/world information, and buttons PLAY X100, NEW PROFILE, and SETTINGS. NEW PROFILE prompts for a local profile name. SETTINGS opens a modal with Low, Medium, and High graphics preset buttons and identifies the local save slot. PLAY hides the menu, shows the HUD, and displays a welcome toast: “Welcome to X100. Gather near nodes with INTERACT.” MENU returns to the title screen.

Persist all progression in browser localStorage under a save slot equivalent to “oldoxide_x100_v1,” including profile, resources, health/survival values, crafted tools, skins, world seed 100, and placed foundation positions. The Save button writes the current state and gives “Progress saved locally” feedback; reload should restore saved state and foundations. Keep the game explicitly single-player/offline: no online players, ads, payments, or account system. Use rounded dark green-black panels, pale off-white text, muted green buttons, warm brown/orange primary buttons, and a red/dark danger MENU button, with responsive mobile-first sizing and touch-friendly controls.

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