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Arcade › Wild Horizon

Wild Horizon

  • 3d
  • exploration
  • survival
  • third-person
  • open-world
  • 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. Tien Trong built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wild Horizon yet. Play it, then tell Tien Trong what you would add next.

Make your own game

Wild Horizon was built by Tien Trong 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 Horizon 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 Horizon

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 browser-playable 3D exploration/survival scene titled “Wild Horizon.” Use Three.js or an equivalent real-time 3D engine with a third-person camera following a human survivor. The camera should sit behind and slightly above the player, with scroll-wheel zoom, showing the character and a large open wilderness ahead. The attached visual establishes the overall look: a simple low-poly outdoor landscape with a pale teal sky, broad green ground, tan paths/clearings, distant flat horizon, and strongly readable, stylized geometry. Use soft shadows, ambient hemispheric lighting, warm directional sunlight, cool fill light, atmospheric fog, and an uncluttered low-poly/asset-pack aesthetic.

World and setting: make a large square wilderness approximately 420 by 420 world units, bounded so the player cannot move beyond roughly 8 units from its edges. Cover it with a detailed repeating forest-floor material and a huge flat ground plane. Add a broad muted teal water/shore disk around the distant world edge and a distinct blue lake at approximately (-86, -68), radius about 34. Scatter roughly 115 pine trees randomly throughout the map, avoiding the starting camp and the lake; vary tree scale between about 3.2 and 6.0 and rotate them randomly. Also scatter around 22 survival supply props across the wilderness: mostly chests and some barrels, with varied scale around 3.6–5.1 and random rotation.

Player and landmarks: place the survivor at (0, 0, 14), near a small starter camp. Load/use an animated casual male human character, scaled to about 0.98, facing into the scene, with idle animation and casting/receiving shadows. The player can freely walk, run, jump, and explore. Place a tent around (-4, 18), a campfire pit around (3, 14), a chest around (-1, 12), and a barrel around (6, 17), using recognizable survival-kit 3D models rather than placeholder cubes. Add a distant metal shelter landmark on the eastern ridge around (112, 86): two opposing metal walls, a metal doorway, and a metal roof. Use real 3D props with shadows.

Controls and movement: support keyboard WASD movement, Shift to run, Space to jump, and mouse-wheel zoom; on touch/mobile, provide joystick-style movement if supported by the platform. Use third-person controls with movement speed around 8, jump speed around 9, gravity around -22, camera distance around 7, and a slope limit around 42 degrees. The player should remain inside the world bounds. Track whether the player is moving and expose walk/run/idle states; running consumes stamina faster than standing still. Stamina starts at 100, drains at approximately 2.8 per second while moving but never below 12, and regenerates at approximately 1.6 per second while still, up to 100. Water starts at 100 and slowly drains continuously at approximately 0.055 per second. Health is displayed and starts at 100 but there is no implemented damage or combat system; do not add enemies or weapons. The day value starts at 1 and remains a simple displayed status.

Zones and progress: calculate distance as the rounded straight-line distance from the starting point (0,14), display it in meters, and update it as the player moves. Show the zone as “HỒ XANH” when within 50 units of the lake, “VÁCH ĐÁ” when the player’s x position is greater than 75, otherwise “RỪNG THÔNG.” There is no explicit win condition; the core experience is free exploration and survival-stat management in the wilderness.

HUD/UI: overlay a fixed, pointer-friendly HUD without obscuring the 3D scene. In the upper-left, show a dark translucent rounded panel with the title “WILD HORIZON” and the subtitle “Vùng hoang dã vô tận.” At the top center, show a small dark translucent compass panel reading “N · [current zone] · E.” In the upper-right, show a dark translucent stats panel with “Ngày 01 · Khoảng cách [distance]m,” followed by horizontal bars for “Sức khỏe,” “Thể lực,” and “Nước.” Use red/coral for health, yellow for stamina, and light blue for water. In the lower-left, show a circular 126x126 minimap with a dark green background, scattered tiny light-green vegetation marks, a blue lake marker near the lower-left portion, a yellow starting/camp marker near the center, and a white player dot that moves according to the player’s world position. At the bottom center, show the hint “WASD / joystick để khám phá · Shift chạy · Space nhảy · Cuộn để zoom.” Make the panels glassy dark green-black with subtle pale green borders, blur/shadow, rounded corners, and responsive sizing for narrow screens. Keep all visible labels and text exactly in this Vietnamese/English mixed style, and keep the visual presentation calm, sparse, and exploratory rather than adding combat, quests, inventory, or unimplemented survival interactions.

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