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Outpost Afterfall

  • 3d
  • strategy
  • real-time
  • base-building
  • survival
  • 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. Ben Tyler built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Outpost Afterfall yet. Play it, then tell Ben Tyler what you would add next.

Make your own game

Outpost Afterfall was built by Ben Tyler 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 Outpost Afterfall 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 Outpost Afterfall

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-based 3D real-time outpost survival/command game titled “Outpost: Afterfall.” Use Three.js or an equivalent WebGL engine with an angled orthographic strategy camera over a large square terrain. The camera should look down from above at an angle, support drag panning and mouse-wheel/pinch zoom, and render a muted post-apocalyptic green field with subtle fog, a faint strategic grid, several short brown dirt-path slabs crossing the center, a blue pond toward the right/rear, scattered low-poly trees and rocks, soft shadows, and cool dark-blue atmospheric lighting.

Start with a compact HUD over the world. In the upper-left, show a dark translucent rounded panel with the uppercase title “OUTPOST: AFTERFALL” in light blue and live counters: “Wood 180 · Metal 90 · Food 70”, then “Humans 4 · Threats 6 · Score 0”, plus a selected-unit line initially reading “No unit selected.” In the upper-right, show a dark translucent vertical action panel with buttons: “Build Watchtower 60W/25M”, “Build Farm 45W/10F”, “Build Barracks 80W/35M”, “Build Workshop 70W/45M”, “Craft Medkit 20W/10F”, “Recruit Scout”, and a red “Reset Skirmish” button. At the bottom-left, show the help text: “Drag to pan · wheel/pinch to zoom · click a human, then click the map to move. Select a tower to see its range.” Use rounded buttons, white bold text, blue action buttons, a gray secondary recruit button, and a red reset button. Include brief centered toast notifications for commands and insufficient resources.

Place four human survivor units near the starting outpost on the left side of the map and six hostile zombie/monster units spread across the right and upper portions. Humans should be recognizable as small low-poly soldier figures with blue/cyan circular selection rings; zombies should be larger dark red/pink monster figures with red rings. If external low-poly animated character assets are unavailable, use simple fallback figures made from a capsule body and sphere head. Clicking a human selects it, highlights its ring, and clicking terrain issues a move order; humans move toward the destination at about 3.6 world units per second. Clicking a tower selects it and reports its defensive range. Keep selected-object status in the HUD.

Implement automatic combat. Each living human finds the nearest living zombie and, when within 4 world units, attacks periodically for 18 damage, awarding 4 score per attack. Zombies seek the nearest living human, move at about 1.25 units per second until within 1.9 units, then attack periodically for 12 damage. Dead units become invisible and are removed from the active threat/human counts; killing a zombie awards 25 score. Give humans 100 HP and zombies 70 HP. Buildings have hit points, with watchtowers at 250 HP and other structures at 180 HP.

Begin with two watchtowers already placed near the survivors. A watchtower has a low-poly box base, central mast, and red conical roof; it automatically targets the nearest living zombie within a 10-unit range, fires every 0.8 seconds for 30 damage, and awards 5 score per hit. Add a cyan/blue barracks-like building style, a farm style with a small house, green roof and visible crops, and a workshop style with a shed, chimney, and gear detail. Building buttons spend resources and place the new structure relative to the current camera pan: watchtower costs 60 wood and 25 metal; farm costs 45 wood and 10 food; barracks costs 80 wood and 35 metal; workshop costs 70 wood and 45 metal. Show a toast after each successful construction, such as “Watchtower built,” “Farm built — produces food,” “Barracks built — recruit scouts here,” or “Workshop built — produces metal.”

Farms produce 8 food every 5 seconds. Workshops produce 6 metal and 3 wood every 5 seconds. The Recruit Scout action costs 20 food and spawns another human survivor near the outpost, with a “Scout recruited” toast; if unaffordable, show “Need 20 food.” Craft Medkit costs 20 wood and 10 food, and if a human is selected it restores 35 HP up to 100, with a “Medkit crafted and used” toast. For insufficient construction or crafting resources, show the corresponding “Need …” message. The reset button reloads/resets the skirmish to the initial resource totals, units, buildings, and score.

Use real-time updates for movement, combat, production, live HUD counts, score, and selection. Make the game feel like a clean low-poly tactical survival prototype rather than a heavily detailed simulator: dark navy translucent interface panels, cyan highlights for friendly units and selections, red highlights for enemies and reset, green terrain, brown paths, and simple geometric buildings with soft shadows. Do not add unrelated missions, inventory screens, firearms, extra resource types, or wave systems; the displayed “Threats,” “Humans,” and “Score” are the actual live counters, and the initial two buildings are watchtowers.

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