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Warehouse After Dark

  • 3d
  • first-person
  • survival-shooter
  • zombies
  • horror
  • arcade
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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. eren built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Warehouse After Dark yet. Play it, then tell eren what you would add next.

Make your own game

Warehouse After Dark was built by eren 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 Warehouse After Dark 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 Warehouse After Dark

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 first-person 3D survival-shooter called “Warehouse After Dark.” Use a dark, enclosed industrial warehouse at night as the entire playable environment. The camera is an FPS camera with a small handmade pistol visible in the lower-right foreground and a simple cream-colored four-line crosshair fixed at screen center. Let the player look with the mouse and move with WASD; support sprint with Shift and jumping with Space. Left mouse click fires, R reloads, and also provide a visible RELOAD [R] button at the lower-right for pointer/touch use. Begin with a full-screen start overlay: nearly black background with a subtle green-gray radial glow, a centered dark translucent panel with a thin muted-gold border, large uppercase gold title “WAREHOUSE AFTER DARK,” and this premise text: “Something is moving between the loading bays. Clear the warehouse, conserve your rounds, and keep the horde away from the emergency exit.” Show a compact WASD key diagram, the instruction line “WASD move · mouse look · click fire · R reload · Shift sprint · Space jump,” and a wide gold “ENTER THE WAREHOUSE” button. Hide the overlay when the button is pressed and show a brief “CLEAR THE WAREHOUSE” message.

Build the warehouse from simple low-poly geometric forms. Make a broad rectangular concrete/metal floor, dark walls on the left, right, and back, and a dark roof. Add long rust-brown ceiling beams, repeated vertical rust-colored support posts along both side walls, rows of brown wooden crates with thin red hazard bands, and rust-colored cylindrical barrels spaced along the sides. At the far back wall, create an emergency-exit-like feature: a softly glowing pale green rectangular panel surrounded by a red/rust frame. Keep the palette almost black, charcoal green, weathered brown, rust red, muted gold, and emergency green. Use fog, soft shadows, dim cool ambient/moon lighting, a green point light near the rear exit, and a reddish warning light near the right side to make the warehouse feel threatening and spacious.

Spawn three animated humanoid zombies around the player when the game starts, then add another zombie approximately every 4.2 seconds while the count remains below 14, with an absolute cap of 18. Use dark/gray low-poly animated zombie characters with idle, hit, and death animations. Zombies slowly home directly toward the player, rotate to face the player, and attack when within about 1.5 world units; each attack deals 8 health and occurs about once per second. Each zombie has 3 hit points, so it takes three successful pistol shots to kill one. On death, play a death animation, award 100 score, briefly display “+100,” and remove the body after a short delay. The player starts with 100 health, a 12-round magazine, and 72 reserve rounds. Each shot consumes one round and has a short firing cooldown; when the magazine is empty, display “PRESS R TO RELOAD.” Reloading takes about 0.85 seconds, fills the magazine up to 12 from reserve ammo, and displays “RELOADING.” Include simple synthesized gun, hit, reload, empty-magazine, damage, and zombie feedback sounds if possible. Flash the screen briefly on damage; at zero health stop active gameplay and display “YOU DIED.” There is no implemented victory trigger or exit interaction, so do not invent one: the core loop is moving through the warehouse, aiming with the crosshair, conserving ammunition, and killing the advancing zombies while staying alive.

Keep the HUD minimal and always visible after starting: top-left a dark translucent rounded stat box with uppercase text in light gray reading “ZOMBIES: [count] · SCORE: [score] · HEALTH: [health]”; top-right a matching box with muted gold text reading “AMMO [magazine] / [reserve]” or “RELOADING…” during a reload; center crosshair; lower-right outlined dark reload button with gold text. Use uppercase typography, generous letter spacing, thin muted borders, subtle shadows, and a cinematic near-black presentation matching a tense warehouse-at-night arcade shooter.

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