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Survival Ridge

  • 3d
  • survival
  • third-person
  • crafting
  • exploration
  • action
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. Tyler Black built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Survival Ridge yet. Play it, then tell Tyler Black what you would add next.

Make your own game

Survival Ridge was built by Tyler Black 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 Survival Ridge 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 Survival Ridge

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-playable third-person 3D survival game titled “Survival Ridge.” Use Three.js or an equivalent real-time 3D engine. The camera must be behind and above a small procedural survivor, with a draggable orbit/look camera and movement relative to the camera. The world is a bounded, gently hilly green forest ridge: make a roughly 96-by-96 walkable terrain with smooth low rolling height variation, soft shadows, atmospheric fog, and a sky/lighting system that shifts from bright blue daylight to dark blue nighttime. Keep the visual style simple, colorful, low-poly/stylized, with Kenney-like 3D nature assets where available.

Place the survivor near the center/base area. The avatar is visibly humanoid and assembled from simple geometry: teal shirt, dark pants, peach head/skin, and an axe held in one hand. Add a small green lean-to shelter near the starting area. Scatter harvestable pine trees and gray boulders across the ridge. Trees and boulders are resources; each starts with 3 harvest actions. When the player is close enough and presses Use, E, Space, double-clicks, or taps the Use button, gather one unit from the nearest resource: trees give +1 wood and rocks give +1 stone. Show floating “+wood” or “+stone” text, shrink the resource slightly after each harvest, and remove it when depleted. If no resource is close, display a brief “Get closer to a tree or boulder” message.

Start with 0 wood and 0 stone. Include a pre-existing campfire near the shelter and a visible warm golden ring around it. The Fire/F action builds an additional campfire only when the player has at least 4 wood and 2 stone; subtract those materials and create the fire a short distance in front of the survivor. Reject the action with “Need 4 wood + 2 stone” if lacking materials, and do not place a new fire within 5 world units of another fire. Fires provide warmth within a 7.2-unit radius. Near a fire, especially at warmth above 0.62, slowly heal the survivor if food is above 5.

Add hostile “ridge stalker” wildlife. These should be simple dark low-poly quadrupeds made from boxes/cubes, with a torso, head, four legs, and two tiny glowing red eyes. Begin with three stalkers in the world at distant positions. Each has 4 hit points. A nearby stalker can be attacked with the same Use/E/Space action, doing 1 damage per use with a brief scale-up hit feedback. At 0 HP remove it and restore 20 food, showing “Threat down +20 food.” Stalkers wander when inactive, pursue the player when within 12 units or during night, move faster at night, and bite when within about 1.25 units, damaging health (more damage at night) with a brief “Attacked!” message. At the beginning of every new day, spawn one additional stalker at the edge of the map and show “Day N / More stalkers arrive.”

Implement survival rules: health starts at 100 and food starts at 100. Food continuously drains. If food reaches zero, health drains rapidly. During nighttime, health drains while the survivor is outside fire warmth. Warmth from campfires can heal as described above. Run a repeating day/night cycle where one full day takes about 125 seconds; start on Day 1 in daylight. Blend the sky background and fog from pale blue daylight to deep navy night and change sun and hemisphere light intensity accordingly. When health reaches zero, stop gameplay, show a centered message such as “You survived N days / Restart to try again,” and display a Restart button that reloads the game.

Use a clear HUD overlay matching a survival-game interface: top-left/upper area should show the title “Survival Ridge,” an HP bar with red/orange fill, a Food bar with yellow fill, and compact counters for Wood, Stone, and Day. Put a small center crosshair. Show an instruction strip on desktop: “WASD move · Drag to look · E / Tap: gather or attack · F: campfire.” Display temporary centered messages for the opening “Survive in 3D / Scavenge, build, fight,” gathering, combat, construction, damage, and day changes. On desktop, support WASD and arrow keys to move and mouse/pointer dragging on the rendered view to rotate the third-person camera. On touch/mobile layouts, show a translucent circular joystick at bottom-left and stacked Use and Fire buttons at bottom-right; hide the desktop instruction strip. Make the HUD use dark translucent panels with light text, clean bold sans-serif typography, and responsive positioning with safe-area support. Include a fixed visible 3D crosshair and soft shadowed buttons. Keep the scene interactive, polished, and uncluttered, with no extra mechanics beyond those specified.

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