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Radioactive Outbreak

  • 3d
  • first-person
  • survival-horror
  • exploration
  • sci-fi
  • atmospheric
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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. Theodore Kistler STUDENT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Radioactive Outbreak yet. Play it, then tell Theodore Kistler STUDENT what you would add next.

Make your own game

Radioactive Outbreak was built by Theodore Kistler STUDENT 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 Radioactive Outbreak 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 Radioactive Outbreak

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 playable first-person 3D exploration game titled “Radioactive Outbreak.” The setting is a nearly black, foggy radioactive forest at night, rendered in a subdued green/black palette with moonlit ambient lighting, deep woods fog, and a long gray-black ash road running through the center. Surround the road with scattered dark rocks, several simple abandoned houses with gray-green walls, black pitched roofs, dark doors, and faintly glowing green windows, plus trees along both sides. Use a cinematic survival-horror presentation: dim lighting, soft green glow, strong shadows, fog that obscures the distance, and no combat-focused visual effects.

The player is a field agent in a first-person camera. The visible first-person view includes a green jacket sleeve and pale hand at the lower right. Use FPS movement: WASD or arrow keys to move, mouse-look/first-person camera control, and Space to jump. The player starts near the road at approximately the front of the wooded route. The environment extends forward with houses, trees, monsters, and collectible samples positioned down the road and into the woods.

The main objective is to recover three glowing DNA samples. Place three collectible objects in the world: each is a small bright green vial standing inside a luminous green circular ring, at locations roughly along the route (one near the starting area, one farther ahead, and one deep in the woods). When the player is within about 1.8 meters and presses E, collect the nearby uncollected sample, hide it, increment the collection count, and update the field log to show DNA secured, increasing exposure from 12% by 7% per sample while stamina remains steady. Before all three are collected, show an objective such as “Task 1/8 — Recover DNA samples (0/3)” with a campaign clock. Once all three are secured, change the objective to a follow-the-signal-through-the-woods task and show “Samples secured.” The campaign clock starts at 00:00, counts upward, and is displayed against a 120:00 target; the displayed task phase advances over time.

Add three large, shadowy alien/animal-like entities placed at different points along the road and forest, named “Mire Stag,” “Long Walker,” and “The Bent One.” They should be dark, semi-transparent monster models with idle animation, slowly wandering around their home locations rather than aggressively attacking. They turn to look toward the player, become visible only when within about 24 meters, and very slightly drift toward the player when within 9 meters. There is no weapon, shooting, health damage, or combat system. Their important gameplay role is as nearby movement detected by the signal device.

Implement a field signal device toggled with Q. When raised, show a lower-right translucent dark-green panel titled “FIELD SIGNAL DEVICE,” with a signal status, nearest entity name, and a horizontal green danger/signal bar. If no monster is within 18 meters, display “SIGNAL: SCANNING” and “No nearby movement.” Within range, display the nearest monster’s name; call the signal “SIGNAL: WEAK” when it is farther away and “SIGNAL: CRITICAL” when it is closer than 7 meters. Increase the bar as the nearest monster approaches, with a small minimum fill, and emit intermittent short electronic beeps whose frequency increases as the entity gets nearer. Q lowers the device and hides the panel. Raising it should subtly reposition/tilt the visible hand and sleeve as if the agent is holding it.

Build the interface as a green terminal-like survival-horror HUD. The main menu is a centered dark translucent card with a thin green border and green glow, large uppercase glowing text “RADIOACTIVE OUTBREAK,” and the subtitle “The animals changed first. Then the people stopped answering.” Include buttons for PLAY, CONTINUE, SAVE, and a red-accented SAVE & QUIT. PLAY and CONTINUE load locally saved progress if present and enter the game. SAVE stores player position, collected sample count, and elapsed campaign time in local browser storage, and briefly displays “Progress saved locally.” SAVE & QUIT saves and returns to the menu.

During play, show a top-left FIELD LOG readout initially reading “Exposure: 12% · Stamina: steady,” a centered top objective panel, a top-right Pause button, and a bottom-center instruction strip reading “WASD / arrows to move · E to collect · Q to raise signal device · Space to jump.” Pausing with the Pause button, Escape, or P should stop gameplay updates and show a centered dark pause card titled “Paused,” subtitle “The forest is still listening,” and buttons Resume, Main Menu, Save, and Save & Quit. Preserve the same green/black visual style throughout. Use responsive layout so the menu and HUD work across desktop and smaller screens.

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