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Arcade › Outpost Howl
Click the game above and it runs right here in your browser. No download, no installer, no account needed. m.kipfer7 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Outpost Howl yet. Play it, then tell m.kipfer7 what you would add next.
Outpost Howl was built by m.kipfer7 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 Howl 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-based first-person 3D base-defense game titled “Outpost Howl,” using Three.js and a dark stylized low-poly/toon military-survival aesthetic. The player begins inside an open-front canvas field tent at night, holding a visible first-person pistol. The camera is a 75-degree first-person perspective with mouse-look/pointer lock on desktop and two virtual touch pads on phones. The environment is a large muddy olive-brown ground plane under a dark blue-gray night sky with fog, cold moonlight, shadows, and a warm orange camp-fire light near the tent. Build the tent from canvas-colored walls and sloping roof panels, with a ridge pole and open flaps facing the battlefield. Place several stylized supply crates around the tent and defensive area. In front of the tent, add a sandbag wall running across the field around z=6, followed by three horizontal barbed-wire fence lines with thin metal posts farther out at z=10, 15, and 20. Include a tall radio mast/watch structure to the right with a glowing red warning beacon at its top. Beyond the wire, animated low-poly zombies spawn from the distant battlefield and walk toward the base entrance/defensive line. Start with five zombies at roughly 18–38 units away, then continuously spawn more, keeping the active count below approximately 9 plus twice the current wave. Zombies should use a looping walk animation, vary slightly in scale, rotate toward their target, and have health of 2 plus floor(wave/2); each pistol hit removes one health point and briefly flashes the enemy red. When a zombie reaches within about 2.2 units of the base target near the tent entrance, it attacks once every 1.05 seconds and damages the base for 5 plus the current wave. The player’s goal is to shoot attackers before they reach the base and survive as long as possible. The player can move with WASD or arrow keys, constrained approximately to x=-13..13 and z=-7..8.5, at about 7.2 units/second. Desktop mouse movement turns the camera after clicking to lock aim; clicking shoots. Use a centered glowing cream crosshair. A pistol shot has a 230 ms firing interval, consumes one round, uses a raycast from the center of the camera, damages the nearest intersected zombie within 65 units, and shows a brief warm muzzle flash with a laser-like shot sound. The pistol magazine holds 12 rounds and starts with 48 reserve rounds; press R to reload, taking 0.85 seconds, and automatically reload when empty if reserve ammo remains. If the player shoots with an empty magazine, play a click and reload. Every 8 kills, increase the wave by 1 and grant 12 reserve rounds; increased waves make zombies tougher and faster. The HUD is always visible at the top: left “BASE 100” (decreasing to zero), center “AMMO 12 / 48” or “RELOADING…,” and right “WAVE 1 · KILLS 0.” Also show a small desktop mission hint near the top center: “Click to lock aim. WASD move · Mouse look · Click shoot · R reload.” On touch devices, show translucent circular left and right virtual pads near the bottom corners, with the left controlling movement and right controlling look, plus a translucent red circular shoot button above the right pad. On launch, show a centered dark translucent rounded intro panel over the dim battlefield with the large gold title “OUTPOST HOWL,” explanatory text that the player wakes in a field tent with one pistol and must hold the base against zombies/night creatures crossing the wire, desktop and phone control instructions, and a gold pill-shaped “Defend the Base” button. Starting the game hides this panel and begins play. When base health reaches zero, stop gameplay and pointer lock and show a dark overlay card titled “Base Overrun,” with text stating the wave reached and attackers dropped, plus a “Restart Outpost” button that resets base health to 100, kills/wave/ammo to their initial values, removes existing enemies, respawns five starting zombies, and resumes. Use shadow-casting models, volumetric-looking fog, soft lighting, canvas materials, sandbag colors, metal wire, a red beacon, and warm gold/off-white UI styling. Include keyboard/mobile controls and responsive layout exactly as described; do not add unrelated weapons, powerups, or game systems.