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Outpost Zero

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  • 3d
  • third-person
  • shooter
  • arena
  • wave-survival
  • sci-fi

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Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by c10242657b52, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Outpost Zero was built by c10242657b52 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 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.

Read the build brief for Outpost Zero

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 “Outpost Zero” as a playable third-person sci-fi arena survival shooter. Use a full-screen 3D view of a square, enclosed metallic outpost arena: a broad dark blue-gray floor with a clearly visible cyan-blue square grid and several brighter cyan lane stripes, surrounded by low/simple industrial bulkhead walls. Place a few pairs of wooden/industrial cover crates around the sides of the arena. Set the scene against a very dark navy background with subtle distance fog. Use cool cyan lighting, soft shadows, and a restrained metallic finish. The player is a small, smooth bright cyan-blue capsule-shaped sci-fi suit with a dark front visor, centered in the arena; use a third-person camera following behind the player, with a fixed small crosshair at screen center.

The player moves around the arena using WASD, aims by moving the mouse, fires with left click, and jumps with Space. On touch/mobile, provide a prominent circular “발사” (Fire) button at the bottom right; it shoots toward the screen-center aim. Shooting is an instant raycast from the crosshair, not a visible projectile: fire no faster than once every 220 ms, and each hit on an enemy robot removes one of its two hit points. Briefly flash a hit robot cyan/white. Destroyed enemies disappear and add one to the defeat score. There is no ammunition counter.

Spawn animated humanoid/mech robots around the player near the arena perimeter. In wave 1 spawn four; increase the count by one each wave, capped at eight. Robots continuously pursue the player, and when within roughly 2.2 world units attack for 8 health about once per second. The player starts with 100 health. When all enemies in a wave are destroyed, wait about two seconds, show the next wave, and spawn its enemies. At zero health, end the run and show an end-of-combat message; Enter restarts with 100 health, zero score, and wave 1. Keep the gameplay loop and rules simple and readable.

Overlay a clean translucent sci-fi HUD. At top left, show “OUTPOST ZERO” in cyan and the current wave beneath it. At top right, show health and defeated-enemy count, labeled in Korean (“체력” and “격파”). Put the Korean control hint near the upper center (“WASD 이동 · 마우스 조준 · 클릭 발사 · Space 점프”), a thin luminous cyan plus-shaped crosshair at screen center, and a small Korean objective at bottom left telling the player to aim at and defeat enemy robots. Place the glowing outlined circular Fire button bottom right. Use compact rounded dark translucent panels with fine cyan borders and white/cyan typography. Preserve the bleak, minimal neon-blue sci-fi aesthetic and uncluttered arena framing.

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