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Arcade › OUTLAST ZERO
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Khalid Shaibu built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about OUTLAST ZERO yet. Play it, then tell Khalid Shaibu what you would add next.
OUTLAST ZERO was built by Khalid Shaibu 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 OUTLAST ZERO 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-playable first-person Three.js shooting game titled "OUTLAST: ZERO". Set the scene in a sparse, gray-green outdoor military training sector under a flat muted gray sky, with atmospheric fog that fades distant objects. Use a 70-degree perspective FPS camera at roughly human eye height, with mouse look and WASD movement; support sprint with Shift, and use pointer lock after clicking the canvas. The player begins near the front of the training range, facing into it, with a simple first-person assault rifle model visible at the lower-right of the camera. Use soft shadows, a large dull green-gray ground plane, neutral hemisphere fill light, and a warm directional sun. Build the range from low-poly geometric cover: rows of short rectangular concrete barriers in front of the player, larger dark gray rectangular training buildings farther back, and several dark cylindrical fuel drums scattered among the cover. Place four animated low-poly male soldier targets/enemies at approximately (-5,-13), (5,-16), (-3,-27), and (6,-30) in world coordinates, initially facing toward the player. They should idle with an available soldier idle animation, cast shadows, and become active when the player is within 18 units: turn toward and slowly approach the player until within 4 units. While within 12 units, each living soldier attacks every 1.8 seconds for 6 health damage. Do not add enemies beyond these four. Implement rifle shooting from the center reticle using a camera raycast. The player starts with 30 rounds loaded and 120 reserve rounds. Firing consumes one round, plays a short gunshot, and gives the rifle a brief recoil movement. Shots damage the first living enemy hit for 34 health and award 10 score per hit; each enemy starts at 100 health, and after three hits is killed, hidden, and awards an additional 100 score. Prevent firing while reloading or when the magazine is empty. Reload with R or the on-screen RELOAD button: after 0.9 seconds, fill the magazine from reserve up to 30 and reduce reserve accordingly. There is no invented level-completion or victory screen; preserve the open-ended combat loop and the existing health/ammo behavior. Add a clean HUD over the game. At top-left show large spaced text "OUTLAST: ZERO" and beneath it "TRAINING SECTOR // LIVE FIRE". At top-right show the current ammo as "30 / 120" style text and beneath it "HEALTH 100"; update both dynamically and clamp displayed health at zero. Put a small white plus-shaped crosshair exactly at screen center. Add a faint full-screen red damage overlay whose opacity increases as health decreases. Along the bottom center show the hint "WASD move · mouse look · click fire · R reload · Shift sprint". Use a dark shadowed sans-serif UI in light gray/white. Also provide touch/mobile controls over the canvas: a translucent circular virtual joystick at bottom-left with a smaller draggable knob for movement, a red circular FIRE button at bottom-right, and smaller circular AIM and RELOAD buttons above/left of it. The joystick directly moves the player horizontally/forward-backward. FIRE shoots once per press, AIM temporarily narrows the camera field of view from 70 to 52 while held, and RELOAD performs the same delayed reload. Hide the mobile control layer on wider desktop screens. Keep the visual style minimalist, low-poly, desaturated, and training-simulation-like, matching the sparse geometry and foggy gray-green screenshot.