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Outbreak Frontier

  • 3d
  • third-person
  • zombie
  • extraction
  • survival
  • arcade
  • low-poly
  • mobile-friendly
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. Maria Peralta built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Outbreak Frontier yet. Play it, then tell Maria Peralta what you would add next.

Make your own game

Outbreak Frontier was built by Maria Peralta 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 Outbreak Frontier 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 Outbreak Frontier

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.

Recreate “Outbreak Frontier” as a playable third-person 3D extraction-survival arcade game in Spanish. Use a low-poly zombie-apocalypse aesthetic with a muted blue-gray sky/fog, green-gray ground, dark asphalt roads with yellow lane markings, simple blocky buildings and strong soft shadows. The camera should follow a human survivor carrying a firearm from behind at about 7 units distance, with a centered circular crosshair. Use animated low-poly character models if available: a survivor with gun, basic zombie, chubby/tank zombie, an armored truck, special loot chest, barrels, traffic barriers, and a town sign; provide simple primitive fallbacks if models fail to load.

The core loop is: start at a fortified extraction yard, move into an infected city, shoot zombies, loot at least most of the available crates, then return to the armored truck and interact to extract before the horde overwhelms the player. A run begins with the player at approximately (0,20), the extraction ring/truck centered near (0,18), and a roughly 90-second countdown (reduced slightly at higher threat tiers). Extraction is initially locked until the player has looted at least lootGoal-1 crates, where lootGoal starts at 3 and increases every two threat tiers; after that, return to the glowing extraction ring and press the interaction control. If the player dies or the timer expires, finish the run as a failure and award only 45% of the calculated credits; successful extraction advances the threat tier and awards the full reward.

Build one connected city slice with these visible districts and approximate areas: Zona de extracción, a fenced safe yard at the south with a cyan circular extraction ring and armored truck; Pueblo inicial, the central starting town with several simple houses/shops and a police outpost; Gasolinera vieja to the east with a gas-station canopy, pillars, store, repair shed, and barrels; Hospital caído to the north with a large pale hospital block, side wings, and a red cross; and Fábrica negra to the west with a dark factory, office, barriers, and smokestacks. Put floating billboard-like world labels over the districts. Roads connect the areas across a large flat ground plane. Buildings and fences are solid obstacles that block movement; zombies should navigate toward the player while respecting those obstacles.

Place five normal loot crates at fixed locations distributed through the town: two in Pueblo inicial, one at the gas station, one at the hospital, and one at the factory. At 60 seconds remaining, spawn a sixth supply-drop crate at the central avenue and show a toast notification. Crates visibly pulse/bob until opened. Press E or the mobile interaction button while within about 2.5 units to open one. Each crate grants randomized scrap and money, XP, has a chance to grant a blueprint, and has a chance to permanently grant one missing buggy part (engine, battery, chassis, or wheels). Killed enemies drop small glowing gold pickup shards that magnetically pull toward the player and add scrap when collected.

Start each run with a wave of roughly 5 plus the current threat tier zombies, then continuously spawn additional enemies with a cap that grows with tier. Implement these enemy types with distinct behavior and stats: Basic is slow, medium-health, and deals moderate contact damage; Runner has low health, high speed, and attacks frequently; Tank has high health, is slow, and hits hard; Bloater walks toward the player and explodes on death, damaging the player within about 4.2 units and showing a green expanding ring; Giant is a large high-health mini-boss with powerful attacks. Use basic and chubby zombie silhouettes/models, with scale differences and walk/run/attack/hit/death animations where available. Enemies chase the player, attack when close, and leave a temporary dark-red blood pool on death. Shooting is instant-hit/aim-assisted: click, Space, or the Disparo button fires no faster than the current cooldown, aims along the third-person camera direction, selects the nearest living zombie within 24 units and roughly a 0.74-radian forward cone, damages it, and renders a very brief bright tracer from the player to the target or forward. Start with damage 34 and increase it with player level and permanent damage upgrades. Killing enemies grants scrap, money, XP, and more loot for tougher enemies; XP levels up during the run, restoring some health and increasing damage.

At 25 seconds remaining, trigger the Mega Horde: display an urgent toast/objective, turn the extraction ring orange and pulse a warm red/orange horde light, increase zombie movement speed, and immediately spawn a large extra group containing runners, basic zombies, and bloaters. At threat tiers that are multiples of 3, spawn one Giant mini-boss around the factory at about 34 seconds remaining and announce it. Keep the timer prominent and make the retreat the central tension.

Use a clean dark translucent HUD with rounded panels, matching the shown visual style. During a run, show five top status cards: VIDA with current/max health; NIVEL with level and XP; BOTÍN with combined scrap+money and “cajas looted/goal”; ZONA with the current threat-region name; and HORDA with seconds remaining. Show a centered circular crosshair, a rounded objective banner near the top, a bottom-left/current-area contextual zone tag with the district name and hint, and right-side controls: a small hint reading “WASD / joystick · click o Disparo · E Saquear”, an interaction button whose label changes between “Saquear” and “Extraer”, and a prominent orange “Disparo” button. Support desktop WASD/arrow movement, click or Space to shoot, E to loot/extract, and mobile runtime joystick movement plus the two on-screen buttons. Make the UI responsive: compact two-column stats on narrow screens and keep touch controls usable.

Include a base/menu overlay before and after runs. The Spanish overlay should show the game title, contextual heading, description, pills for Créditos, Mejor run, Planos, and buggy parts found out of 4, cards for next zone/threat, equipment upgrades, vehicle progress, and active events, plus buttons for “Entrar a la ciudad”, “Mejorar vida”, “Mejorar daño”, and “Mejorar mochila”. Persist progression in localStorage under “outbreak-frontier-meta”: credits, threat tier/next zone, health/damage/backpack upgrade levels, blueprints, best run, and the four buggy-part flags. Health upgrades add 15 maximum health per level; damage upgrades add 6 base damage per level; backpack upgrades increase the firing/pack-related progression represented in the HUD and reduce the shot cooldown slightly. Upgrade costs start at 28 credits and rise by 18 per upgrade level. Successful extraction increments the threat tier up to the available zone list and makes future enemy health/spawns and rewards tougher. The post-run summary must show success/failure, credits earned, kills, loot, blueprints, crates opened versus goal, level, remaining seconds, buggy progress, and active upgrade levels, with a button returning to the base. Use short Spanish toast messages for opening crates, supply drops, damage taken, leveling up, horde arrival, boss arrival, and extraction restrictions.

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