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Verdant Oath

  • 3d
  • top-down
  • cozy
  • conservation
  • fantasy
  • low-poly
  • ecology
  • rehabilitation
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. Darien Savoie built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Verdant Oath yet. Play it, then tell Darien Savoie what you would add next.

Make your own game

Verdant Oath was built by Darien Savoie 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 Verdant Oath 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 Verdant Oath

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 Three.js 3D top-down cozy high-fantasy conservation game titled “Verdant Oath.” The player controls a small steward avatar in a circular meadow sanctuary, viewed by a smooth-following perspective camera from above and behind: camera roughly 12.8 units high and 12.4 units behind the player, looking slightly ahead of the player. Use WASD or arrow keys on desktop, and a visible mobile virtual joystick on the lower left; movement speed is about 5.2, with the player constrained to the circular sanctuary area. The steward is a simple low-poly figure with a dark green capsule-like body and a tan cone/leaf hat, casting shadows.

Set the world on a bright golden-hour green meadow with a textured grass ground disk about 31 units in radius, pale blue sky/painted distant green hills, warm directional sunlight, cool wetland rim light, soft shadows, and small glowing fireflies. Populate it with low-poly nature props: many conical trees, grass tufts, rocks, bushes, purple flowers, groundcover, and occasional larger trees around the outer area. The art direction is colorful, painterly, low-poly fantasy nature with soft atmospheric lighting and a cozy regenerative/ecological mood.

Show five large concentric permaculture zone rings/discs on the ground: Zone 1 Nursery at radius 4.2, Zone 2 Herb Spiral at 7.5, Zone 3 Food Forest at 11.5, Zone 4 Soft Release at 16.5, and Zone 5 Wild Sanctuary at 23. Use translucent colored ground overlays and thin matching borders. At the center, build Zone 1 as a healing nursery: a glowing sanctuary crest/sigil on the ground, a warm circular comfort ring, a healing light, and five small den structures. Place a small village of four simple box houses with pitched roofs near the outer edge. Add visible waterworks including a pond and three curved contour swales.

Core objective and progression: restore degraded land, rescue three displaced sick fantasy creatures, rehabilitate them in Zone 1, transition them through Zone 4, then release them into Zone 5 so the wild population can recover. Place six blighted patches around the meadow, each represented by a dark purple scar disk surrounded by seven purple thorn spikes. Their locations are approximately (-8.5,-5.4), (8.8,-6.2), (-13.5,6), (12.7,7.5), (0.5,-14.2), and (-17.5,-4.5). Each patch can be activated only when the steward is within about 2.3 units and presses the action control. Restoring a patch hides its blight and sprouts a cluster of small green plants and, when available, flowers. The six patch descriptions/objectives are: plant cover crops and mycelium on an erosion scar; shape a swale to hold rain at a broken contour; add reeds and chinampa beds to a muddy pond; replace a blight thorn patch with a multi-layer forest; grow shelterbelts on wind-scoured soil; and convert an abandoned road into a wildlife corridor.

Place three animated low-poly deer-like fantasy creatures, initially sick and displaced, around (-6.3,5.4), (9.5,3), and (2.5,-9.7). Name them Mosscalf, Reedling, and Ember Kit. They begin in a wild_sick state with visible creature models and internal health/stress values: Mosscalf health 36/stress 72, Reedling 42/64, Ember Kit 30/80. When the steward approaches within about 2.2 units and activates, rescue the creature and move it into the central nursery; increment rescued and improve the People metric. In the nursery, the Steward Action performs rehab care on one nursery creature, increasing health by 28 (capped at 100), reducing stress by 22 (floor 0), and improving People and Planet. After enough care (health at least 86 and stress at most 30), the creature becomes ready for soft release. At the blue Zone 4 meadow around (0,13.2), activating Soft Release moves it there, increments soft released, and increases Planet and Perpetuity. At the outer Zone 5 sanctuary around (0,21.5), activating Hard Release moves it there, enlarges it slightly, increments hard released, and improves Planet, Biodiversity, and Perpetuity while reducing blight pressure. Released creatures should gently wander around their release positions; sick creatures can subtly bob while idle.

After at least four blighted patches are restored, trigger a keystone milestone: awaken five translucent blue wetland cells near (-8 to 0, approximately z=10.5), and show a toast explaining that Beaver-golem wetlands awaken, raising the water table and reducing wildfire risk. Do not add combat, enemies, inventory, building placement, or complex menus; interaction is proximity-based and focused on ecological restoration and animal care.

Use a glassmorphism HUD over the 3D scene. Across the upper left/top, show three dark translucent rounded cards with labels, numeric values, and progress bars: People initially 18 with yellow fill, Planet initially 14 with green fill, and Perpetuity initially 7 with blue fill. Also track and display live ecological indicators in the mission panel: Soil carbon initially 12, Biodiversity 10, Water table 18, and Blight 82, plus counters Rescued 0/3 and Released 0/3. Actions raise People/Planet/Perpetuity and ecological metrics as described above, clamping displayed values to 0–100. At the bottom, show a dark translucent rounded mission panel with a sanctuary crest icon, the title “Verdant Oath,” dynamic objective text, and the status line. The objective should guide the player from restoring patches and rescuing creatures, to returning to Zone 1 for diet therapy/low-stress care, leading stable creatures to Zone 4, and finally hard releasing them in Zone 5; after all three hard releases, show a perpetuity-achieved message. Put a Pause button and a bright lime rounded “Steward Action” button at bottom right. Change the action button label contextually to Restore Patch, Rescue, Rehab Care, Soft Release, or Hard Release when the player is close enough to a valid target. Show brief rounded toast messages after actions. On mobile, stack the metric cards vertically, show the joystick, and retain the action and pause buttons. Include a controls hint stating WASD/arrows to walk and E or tap Steward Action near blight, nursery, release meadow, or sanctuary.

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