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Wild Earth

  • 3d
  • survival
  • exploration
  • third-person
  • wildlife
  • low-poly
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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. Ashton Sampie built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wild Earth yet. Play it, then tell Ashton Sampie what you would add next.

Make your own game

Wild Earth was built by Ashton Sampie 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 Wild Earth 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 Wild Earth

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 third-person 3D survival-exploration game titled “Wild Earth — Wolf Valley.” The player controls a grey wolf in a stylized low-poly pine valley. Use a perspective camera following behind the wolf at roughly 7.5 units distance, with a soft green-grey dawn atmosphere, fog, shadows, and a changing day/night lighting cycle. The scene should begin with a full-screen dark translucent welcome overlay containing the eyebrow “A PLAYABLE VERTICAL SLICE,” a large “WILD EARTH” title, descriptive text about stepping into the paws of a grey wolf and exploring a living pine valley, a gold “Begin the life” button, and a control legend: WASD move, Shift sprint, Space leap, E drink at the lake, R howl. Clicking the button removes the overlay and starts the simulation.

Build the world as an open flat valley bounded visually by fog: a large green ground plane, a broad tan/olive clearing, and a turquoise watering hole located ahead/right of the starting area. The lake should be a roughly circular pond with a contrasting ring of shoreline. Populate the valley with scattered low-poly pine trees, bushes, and rocks: trees around the outer area, bushes and rocks distributed across the clearing. Use warm directional sunlight, cool sky fill, soft shadows, and a stylized low-poly aesthetic. The wolf starts near the front of the clearing at approximately (0, 0, 12), and the watering hole is around (12, 0, -7).

Load or create a low-poly grey wolf model with idle, walk, run, and jump animations. Support third-person movement with WASD, sprinting with Shift, jumping/leaping with Space, gravity, and animation changes based on idle/walking/running/jumping. The wolf can roam freely over the valley. Sprinting consumes stamina while stamina regenerates when not sprinting. Movement drains hunger and thirst faster than standing still; hunger and thirst slowly decline over time. If hunger or thirst becomes critically low, health gradually decreases. Clamp health, hunger, thirst, and stamina to 0–100.

Add four simple stylized deer prey animals made from primitive low-poly shapes: brown body, neck, head, dark legs, and ears. Place them at varied locations around the valley. They should wander slowly around individual home areas. When the wolf comes within about 11 units, each deer should flee directly away from the wolf at increased speed for a short period, then resume wandering. Keep deer within the valley bounds. This is a small reactive prey ecosystem only: do not add combat, attacks, weapons, inventory, or kill mechanics.

Display a fixed HUD over the game. At top left, show a translucent dark rounded “Wild Earth · field log” panel with the species label “Grey Wolf” and four horizontal meters labeled Health, Hunger, Thirst, and Stamina, with numeric values. Start them at Health 100, Hunger 78, Thirst 72, Stamina 100. At top right, show the current simulated time and phase, initially about “06:20 · Dawn,” plus “Pine valley · clear skies” or, when close to the lake, “Pine valley · watering hole,” and a changing objective. Initially the objective is “Explore the watering hole.” When the player reaches the lake area, change it to “Drink from the watering hole (E).” Pressing E while near the lake restores thirst to 100, shows a temporary notification “Fresh water restored your thirst,” and changes the objective to “Follow the deer tracks.” Pressing R anywhere shows “Howl echoed through the valley” and changes the objective to “Listen for a response.” Escape toggles paused/resuming state and shows a temporary pause/resume notification; while paused, movement-needs and prey updates stop.

At the bottom center, show a dark rounded control hint reading “WASD move · Shift sprint · Space jump · E drink · R howl · Esc pause.” Use a clean modern sans-serif interface with translucent charcoal-green panels, subtle borders and blur, pale green/white text, gold action button, and colored meter fills: red health, gold hunger, blue thirst, green stamina. Keep the scene visible behind the HUD and start overlay. Simulate time continuously from dawn through morning, afternoon, sunset, and night, updating the displayed clock and gradually changing sunlight, sky background, and fog atmosphere. The overall tone is a calm, atmospheric playable vertical slice about animal survival and exploration, with no combat or explicit win/lose screen.

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