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Rust Run

  • 3d
  • survival
  • horror
  • escape
  • third-person
  • low-poly
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. Brent William built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rust Run yet. Play it, then tell Brent William what you would add next.

Make your own game

Rust Run was built by Brent William 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 Rust Run 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 Rust Run

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 third-person survival/escape game titled “RUST RUN.” Use Three.js-style low-poly geometry and a dark, foggy industrial yard at night. The camera follows behind and above the player at roughly 6.2 units back and 3 units high, looking at the player; it smoothly follows and adjusts to avoid clipping through walls. The player is a simple pale blue-gray capsule-shaped humanoid, starting at the south end of the yard around (0, 38), while a tall dark rusty animatronic-like capsule silhouette with two bright pink/red glowing eyes starts at the north end around (0, -38). The hunter visibly turns toward its movement direction and continuously chases the player, using basic forward raycast obstacle avoidance: when blocked, sample left and right directions and steer toward the clearer side. Contact with the hunter loses the game.

Build a bounded square arena roughly 100x100 units, with a dark blue-gray ground, exponential blue-black fog, moon/hemisphere lighting, shadows, and an almost black night palette. Surround it with four outer boundary walls and place dark industrial junk walls inside: horizontal/vertical wall sections around the left and right middle areas and long barriers near the north and south, plus four dark cylindrical pillars near the corners. The player and hunter collide against these obstacles and the arena boundary. The player starts with full stamina, moves with WASD relative to camera yaw, walks at about 3.2 speed, and can hold Left or Right Shift while moving to sprint at about 5.2 speed. Sprint drains stamina and stamina regenerates when not sprinting. Hold the mouse button and move the mouse to rotate yaw and pitch (clamp pitch so the view remains controlled); no pointer lock is required.

Place exactly four industrial generators: approximately (-36,-12), (36,-10), (-10,10), and (12,32). Each is a compact low-poly machine made from a dark cylindrical base, a boxy dark frame, and an orange-gold torus coil/lamp. When the player is within about 2.6 units, show “Hold E to power generator”; holding E increases that generator’s progress at 18% per second. Progress pauses when E is released or the player moves away. Completed generators remain complete and their coil glows orange with a bright point light; play short electronic/synth ticks during powering and a completion cue. Once all four reach 100%, unlock an exit beacon at approximately (0,-46): illuminate a cyan/teal emissive torus ring and point light, show “EXIT UNLOCKED — RUN TO THE BEACON,” and rotate the ring. The player wins by reaching within about 2.2 units of the beacon, showing “ESCAPED — R to restart.”

Implement the HUD as a clean dark translucent overlay matching the reference: large spaced uppercase “RUST RUN” at top left; controls text “WASD move • Mouse look • Shift sprint • Hold E power”; a prominent objective line showing “Objective: Power all generators (0/4)” and then the current completed count, changing to “Objective: Exit unlocked — get to the beacon!” after all four are powered; and a contextual interaction prompt. At top/right, show a cyan-to-blue Stamina horizontal meter and a red Danger meter. Danger is based on hunter distance: zero beyond 18 units and rising to 100% at contact, with the danger fill becoming visibly threatening as the hunter approaches. Below, show four large rounded rectangular generator status cards labeled Generator 1 through Generator 4, each with a percentage at right and a dark progress bar whose fill grows with power. Add centered temporary status messages for the initial instruction, exit unlock, defeat, and victory. On defeat show “YOU GOT CAUGHT — R to restart”; on victory show “ESCAPED — R to restart”; pressing R restarts all positions, stamina, generator progress, exit state, and messages.

Use subtle synth audio: an ambient low drone/pulse, occasional high electronic generator ticks, completion tones, a stronger unlock cue, hunter low growls when danger is above roughly 65%, and distinct hit/lose and victory sounds. Keep the visual style original low-poly industrial horror: dark navy ground and walls, heavy fog, soft moon shadows, orange generator emissions, cyan exit beacon, and the hunter’s small hot-pink glowing eyes. Do not add weapons, collectibles, additional enemies, extra generators, or other objectives.

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