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Unity Last Stand

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  • 3d
  • third-person
  • shooter
  • action-adventure
  • mission
  • sci-fi
  • city
  • survival

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Rodrigo Trabuco, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Unity Last Stand was built by Rodrigo Trabuco 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 Unity Last Stand 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 Unity Last Stand

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.

Recreate a third-person 3D action-adventure/shooter called “UNITY: THE LAST STAND,” set in a stylized, rain-soaked modern city named Unity City. Use a dark teal/blue-gray cinematic palette with fog, soft shadows, reflective-looking wet asphalt, warm street lamps, subtle atmospheric dust, and visible falling rain. The camera should follow a full-body soldier/community defender from behind at a moderately close distance, with WASD movement, Shift to run, Space to jump, mouse aim/orient, and mouse click to fire. Include collision-aware traversal over a large city district: a central north-south boulevard crossing an east-west road, surrounding blocky modern buildings with muted gray-green facades, roofs, ledges, rows of pale blue windows, and readable landmarks. Build a Unity Hub building near the center/south with a glowing sign reading “UNITY HUB,” several cyan-lit repair consoles in its courtyard, planters with bushes, and nearby NPC community members. Add a forest edge at the north/eastern perimeter with repeated trunks and stylized conical green canopies, plus scattered rocks. Place a red glowing defense beacon on the southern plaza and warm lamp posts along the boulevard. The playable character is a soldier in a full-body animated model. Add several animated mech-like Void Raider enemies around the boulevard and city, initially placed at positions around the district and more spawning in a wave after the beacon is activated. Enemies are idle until alerted by proximity or being shot, then run toward the player and damage them at close range; each has 3 hit points. The player begins with 100 VITALS/health and a 12-round magazine. Clicking fires at the nearest living enemy within roughly 19 meters, consumes one round, creates a brief orange impact spark, and awards 100 score per defeated enemy; pressing R reloads to 12. Enemy contact deals 8 health damage about every 1.1 seconds. At zero health show a down/game-over state and allow R or E to restart the run with health, ammo, score, and objectives reset. Include a score counter and a fixed clock display reading 18:42 during the normal run (the code may support a dormant night state, but do not make an automatic day/night transition required).

Structure the mission as a clear five-stage quest progression. Start with the player near the southern edge of Unity City and display the active operation panel: “A CITY HOLDS — Reach the Unity Hub and speak with Mara.” When the player reaches the Unity Hub courtyard and presses E, show a bottom-center dialogue panel from MARA saying: “Unity City is still standing because people keep showing up. The Void severed our defense grid. Restore the three relays, then light the beacon.” Then set the objective to “RESTART THE GRID — Repair defense consoles: repairs/3.” Pressing E near each of the three consoles increments repairs and shows a toast such as “Relay repaired · defense network +33%”; after all three, update the objective to “LIGHT THE BEACON — Activate the red defense beacon at the south plaza.” Pressing E near the beacon changes the objective to “THE LAST STAND — Defeat the Void raiders attacking Unity City,” spawns a wave of five additional raiders around the boulevard/northern district, and shows Mara dialogue: “The city heard us. Every district is mobilizing. Move through the boulevard and stop the raiders before they reach the hub.” When every raider is dead, pressing E completes the objective, awards 500 score, displays a completion toast “THE LAST STAND COMPLETE · UNITY CITY HOLDS,” and changes the operation to “UNITY SURVIVES — The district is secure.”

Create a screen-space HUD matching a restrained sci-fi tactical interface: top-left title “UNITY: THE LAST STAND” and subtitle “UNITY CITY // COMMUNITY DEFENSE NETWORK”; top-right translucent bordered stats panel with “VITALS 100%,” a horizontal health bar transitioning red to gold, and a line “AMMO 12/12 · SCORE 0 · 18:42.” At upper-left below the title, show a translucent bordered active-operation card with cyan uppercase eyebrow “ACTIVE OPERATION,” bold objective title, and descriptive text. Add a hidden toggleable upper-right “QUEST LOG” panel opened with Q, containing main and side log lines, with the main line turning green on completion and “Press Q to close.” Use bottom-right control hints: “WASD mover · SHIFT correr · ESPAÇO saltar / Mouse mirar · Clique disparar · E interagir,” and use “[E] Interagir” as an interaction marker when relevant. Use translucent dark navy panels, thin blue-gray borders, cyan accents, pale text, compact uppercase labels, and subtle blur/shadow. Dialogue should be a centered bottom panel with speaker, large line text, and a “Continuar” button; Escape closes dialogue. Include toast notifications near the top center for reloads, repairs, fast travel, and completion.

Implement simple animated NPC routines near the hub: female soldier/community-member models idle, occasionally walk in a small local oscillation, and look around. Add autosave-like persistence for stage, repairs, score, health, and side status in local storage, restoring progress on load; if a saved run has zero health, reset it. Add an M key fast-travel toggle with a notification offering “1 Unity Hub” and “2 Forest Edge”; pressing 1 moves the player to the hub and pressing 2 moves them to the forest edge, then closes the menu. Keep the presentation grounded in the described low-poly/asset-based 3D city and HUD; do not add unrelated weapons, inventory, crafting, vehicles, or extra mission systems.

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