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The Source

  • 3d
  • fps
  • survival
  • shooter
  • horror
  • wave-based
  • industrial
  • sci-fi
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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. Alex built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

The Source was built by Alex 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 The Source 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 The Source

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 a first-person 3D survival-shooter called “The Source,” set in a dark underground biological research facility during a night shift. Use a very dark blue-green/black palette with emergency amber and red accents, realistic-ish low-poly/kitbashed facility assets, concrete floor, fog, hard industrial walls, ceiling strips, crates with hazard markings, pipes, computer terminals, shutters, and a dim emergency light. The camera is an FPS camera with a centered pale cyan crosshair and a visible right-side P9 pistol/forearm viewmodel. Begin with a full-screen cinematic start card: “UNDERGROUND BIOLOGICAL RESEARCH FACILITY,” title “THE SOURCE,” subtitle “CONTAINMENT OPERATOR // NIGHT SHIFT,” explanatory text about Medical Intake being dark and restoring the generator, and an amber outlined “ENTER FACILITY” button. Clicking the button starts the operation and enables first-person movement/aim. Desktop controls: WASD movement, mouse/click to capture aim and fire, E to interact, R to reload, and Shift sprint; provide runtime joystick/on-screen controls for mobile.

The playable map is a square, concrete, enclosed facility roughly 36–38 units across, viewed at eye level. The player starts near the south side of the central intake area, holding a 12-round P9 Warden pistol with unlimited reserve ammunition. Left click raycasts from the screen center and damages the first enemy hit; each shot consumes one round, R instantly refills the magazine to 12. The weapon has a mounted flashlight that starts visible/on and can be toggled with F. Include a small health bar and ammo panel at bottom-right.

Implement escalating round-based survival combat. The HUD at upper-left shows ROUND, CONTACTS (living enemies), POINTS, ZONE, and OBJECTIVE. Start with 750 points and spawn an initial wave of 5 + round*2 enemies (for round 1, seven contacts), then when a wave is cleared wait briefly and advance to the next round, with wave size capped at 26. Enemies spawn at the facility edges and continuously pursue the player. Use animated humanoid/creature models or equivalent silhouettes for four contact types: regular infected/zombie (2 + 0.2*round HP, speed 1.0, 5 contact damage, reward 100), riot soldier (6 + 0.7*round HP, speed 0.7, 12 damage, reward 180), fast hound/dog (2 + 0.3*round HP, speed 2.9, 8 damage, reward 90), and a large crusher/soldier brute (30 + 2*round HP, scale about 1.7, speed 0.75, 24 damage, reward 1500). Randomly select normal/riot/hound types with approximate probabilities 56%/22%/16%; on every fifth round ensure a crusher appears if one is not already present. Enemies attack when within about 1.35 units, with a short cooldown, and reduce player health from 100. At zero health show a failure overlay titled “OPERATOR DOWN,” subtitle “THE SOURCE REMAINS ACTIVE,” and report highest round, total eliminations, and remaining points with a Restart Operation button.

Build the facility progression around proximity interactions using E, with short interaction cooldown and toast notifications. Place a decontamination shutter at the north edge costing 750 points, a security wing shutter at the east edge costing 1250, and a City Entrance Shutter at the south edge costing 1750. Purchased shutters disappear/unseal; the city entrance must be opened before the generator can be activated. Place a Main Generator in the southeast area. When the city entrance is open and the player interacts with the generator, restore facility power: change the objective from “RESTORE THE MAIN GENERATOR” to “HOLD THE FACILITY,” set the zone to “CITY ENTRANCE,” increase ambient/facility lighting, reduce fog, and reduce the emergency red light. Before this, the objective should be “RESTORE THE MAIN GENERATOR” and the zone “MEDICAL INTAKE.”

Place a Requisition Terminal on the west side; E costs 950 points and displays a requisition-dispensed/rotation-complete toast. Place a Gun Enhancer nearby; it is offline until the generator is powered and costs 5000 points, after which the P9 Warden’s damage doubles from 1 to 2 per hit. Arrange eight perk terminals around the rear/southeast section named Vital Core, Rapid Mend, Ironweave, Sleight, Overdrive, Deep Reserve, Deadeye, and Fleetfoot. Buying a perk costs 1500 points plus 750 for each previously purchased perk, heals up to 12 health, increments the owned-perk count, and reports the next perk cost. Show clear amber/cyan industrial terminal glow and uppercase toast messages for denied purchases, successful unlocks, kills, rounds, generator activation, and contacts.

The environment should visibly communicate the layout: concrete floor with subtle repeating texture, dark ceiling, thick perimeter walls, central and side lab partitions, cyan ceiling light strips, amber floor guide strips, metallic containment crates topped with red-brown hazard stripes, wall/pipe/computer kit assets, and closed industrial double-door shutters. Lighting begins almost black with a red-orange emergency point light, faint teal hemisphere/key light, strong flashlight beam, exponential atmospheric fog, and high-contrast cinematic tone mapping. Once powered, add cool pale facility illumination while retaining the stark industrial horror mood. Keep the HUD minimal and glassy: translucent dark panels with thin pale borders, amber numeric values, uppercase tracking, top-left round/contact/points/zone/objective panel, bottom-right “P9 WARDEN // 9MM,” “12 / ∞,” tactical-light state, and a thin health meter, plus centered crosshair and bottom control hint “WASD MOVE · CLICK AIM/FIRE · E INTERACT · R RELOAD · SHIFT SPRINT.”

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