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RUINFALL

  • 3d
  • fps
  • survival
  • shooter
  • urban-ruins
  • action
  • rainy
  • single-player
0
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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. Matthew Johnson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about RUINFALL yet. Play it, then tell Matthew Johnson what you would add next.

Make your own game

RUINFALL was built by Matthew Johnson 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 RUINFALL 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 RUINFALL

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 browser-based 3D first-person shooter survival slice titled “RUINFALL,” set in a stormy, war-torn modern Downtown Ruins district. Use a Three.js-like perspective first-person camera with mouse look/pointer lock on desktop, a dark blue-gray foggy atmosphere, low-sun smoky lighting, dynamic rain, flickering orange firelight, shadows, and a day/night tint cycle. The world is a long urban combat corridor extending from the starting street toward a hidden safe house at the far end, with an asphalt ground and cracked/grid-like street markings, industrial city buildings, rubble, collapsed concrete highway slabs, graffiti walls reading “RUINFALL” and “NO KINGS NO COPS,” burning vehicle wrecks, a metro entrance/sign, factory blocks with smokestacks, a harbor dock and stacks of colored shipping containers, a government checkpoint with road barriers, and scattered concrete/tower debris. Include collision around buildings, wrecks, barriers, containers, factory structures, and the safe house; allow small-obstacle mantle behavior when jumping into colliders.

The player starts on the ruined central road around the near end of the district, carrying a visible first-person weapon and hands. Implement FPS controls: WASD or arrow keys move, mouse movement looks, left mouse fires, right mouse aims down sights, Shift sprints, Space jumps, C crouches, Ctrl slides while sprinting, F or R reloads, G throws a frag grenade, L toggles the M16 laser, V toggles the flashlight, and number keys 1–4 switch weapons. Include mobile touch joystick, drag-to-look and FIRE/ADS/JUMP/SLIDE buttons, plus Xbox-style gamepad controls: left stick move, right stick look, LT aim, RT fire, A jump, B crouch/slide, Y grenade, left-stick click sprint, LB/RB weapon switching, X reload, and Menu flashlight. Sprint should increase movement speed and FOV; crouching lowers the camera and slows movement; sliding lasts briefly and moves quickly; jumping uses gravity and lands on the ground.

Give the player 100 health and 45 armor. Incoming damage is partly absorbed by armor; show a red damage vignette and audio feedback. If health reaches zero, pause with a “YOU FELL” checkpoint-reload screen. The player can save/load progress at a glowing green-door safe house checkpoint near the far end, using localStorage-style persistence for position, health, armor, grenades, district progress, weapon ammo/upgrades, and collected progress. Reaching the checkpoint saves automatically. The game begins paused behind a large centered start panel with the title “RUINFALL,” the tagline “The city is broken. Survive the ruins and reclaim the streets.” and an orange-red “Enter Downtown Ruins” button. Beneath it show the controls summary: “WASD move · Shift sprint · Space jump · C crouch · Ctrl slide · Right mouse ADS · 1-4 weapons · R checkpoint reload.”

Place hostile units throughout the route: orange street thugs, green rogue soldiers, blue corrupt police carrying translucent riot shields, and one larger boss-style commander at the safe house end. Use animated character assets when available, with simple fallback humanoid/block forms if not. There should be 15 planned hostile units: thugs, soldiers, police, and a boss; thugs move faster and prefer close-range attacks, while soldiers/police/boss attack from range and pursue within combat distance. Police shields reduce incoming damage unless the player is aiming down sights. Enemies have individual health values (thugs 70, soldiers 95, police 120, commander 210); defeated enemies fall/tilt, award district-control progress, and may drop loot. Use raycast-like hitscan shooting with visible muzzle flashes, short-lived yellow bullet tracers, hit sparks, recoil, weapon kick, spread reduced while ADS, and range limits. Grenades arc forward with gravity, bounce, explode after a short fuse, damage enemies within a radius, can hurt the player, and show orange blast/shrapnel effects.

Provide four selectable weapons with an on-screen name and ammunition: 1) M16 Rifle, automatic, 30-round magazine, reserve ammo, accurate moderate-damage fire; its visible model should include a red-dot optic, suppressor, laser/flashlight module, underbarrel grenade-launcher styling, muzzle flashes and tracers. 2) Assault Rifle, automatic with a 30-round magazine and somewhat wider spread. 3) Tactical Shotgun, six-shell magazine, seven pellets per shot, wide spread and high close-range impact. 4) Combat Knife, melee range, no ammunition and a visible knife model. Support reloads, ammo limits, and weapon switching. The M16 laser should project a thin red beam when enabled; the tactical flashlight should illuminate a forward cone when enabled.

Make the HUD match the dark tactical visual style shown: top-left translucent black panel with HEALTH label and a full-width orange/red health bar, ARMOR label and blue/gray armor bar, and objective text such as “Clear factions: 8 hostile units remain.” Top-right translucent panel shows the current weapon, for example “9mm Pistol” in the reference-style presentation, a large ammo readout such as “12 / 60,” and “District Control: 0%”; in the actual weapon system use the selected weapon’s name and its real magazine/reserve count. Include a centered minimal crosshair, a bottom/center toast notification area for events such as equipped weapon, reload, grenade count, loot, enemy defeated, and checkpoint saved, plus a fullscreen red damage vignette. While enemies remain, the objective should state the number of hostile units left; after all are defeated, change it to “District cleared. Reach the safe house door.” Loot crates are bright blue rotating cubes and can grant ammo/grenades, armor, health, or a deeper weapon upgrade that improves damage/spread and grenade capacity. Scatter these through the route, including ammo/armor/health pickups in the early and middle district and an upgrade near the safe house.

Use a grounded low-poly industrial asset style: Kenney-style roads, buildings, weapons, containers and rubble combined with Quaternius/Kenney animated characters; dark concrete/asphalt materials, muted gray-blue structures, orange fire hazards, blue loot crates, red/orange graffiti and UI accents. The core goal is to push through the ruined city, shoot or grenade the hostile factions, collect supplies and upgrades, raise District Control to 100% by defeating enemies, and then reach the glowing safe house door to secure the district and checkpoint.

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