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Arcade › Wildhaven
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Leland Hochstetler built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wildhaven yet. Play it, then tell Leland Hochstetler what you would add next.
Wildhaven was built by Leland Hochstetler 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 Wildhaven 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.
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 browser-based 3D low-poly survival game titled “Wildhaven” / “Wildhaven Outpost,” viewed from a third-person over-the-shoulder camera behind a simple capsule-shaped human survivor. Use a stylized Three.js-like presentation: a large circular green forest clearing with a dark boundary ring, sparse cone-shaped grass, scattered low-poly evergreen trees with brown trunks and dark green conical crowns, faceted gray scrap/rock nodes, and a bright pale blue sky with atmospheric fog. Use soft shadows, warm directional sunlight, and a small camp at the origin containing a circular stone fire ring with a warm point light, a muted green cone tent, and a wooden crafting bench. Near camp, place a circular dark vehicle pad and a ghostly translucent blue buggy frame; after assembly it becomes a solid red-brown off-road buggy with a boxy body, cabin, pale windshield, and four black wheels. Keep the art deliberately geometric, clean, and low-poly rather than realistic. Core gameplay is an exploration, gathering, combat, crafting, and vehicle survival slice. The player explores the bounded clearing on foot, gathers wood from upright brown wood/tree nodes and scrap from faceted gray rock/scrap nodes, and fights hostile wolves and bears. Include five enemies at forest locations: three gray wolves and two larger dark-brown bears. They wander when far away, chase the player when within an aggro radius, turn toward the player, and perform periodic melee attacks at close range. Wolves should be faster, have about 28 health and deal about 9 damage; bears should be slower, have about 50 health and deal about 18 damage. When killed, an enemy disappears temporarily and drops floating, bobbing pickups: wolves give 1 hide and bears give 2 hide, with a chance for 1 food as well. Enemies respawn at their original locations after a short regeneration period. The survivor is a simple dark blue rounded capsule body with a small skin-colored spherical head. Movement is relative to the camera: WASD moves, Shift sprints, and stamina drains while sprinting or moving and regenerates while idle. Clamp the player to the circular world boundary. Allow dragging on empty screen space to orbit the camera horizontally and vertically; use a smooth follow camera that sits several units behind and above the player, looking at the player. The player can craft and visibly equip a Hunter Spear, represented by a wooden shaft with a metal cone tip. Space or the on-screen Attack button swings it with a short animation, damages enemies in front of the player within melee range, and can strike nearby wood and scrap nodes to create wood or scrap pickups. Collect nearby floating pickups automatically by walking over them; pickups should visibly bob and rotate. Place a crafting bench near camp and provide a full-screen dark translucent, blurred crafting overlay titled “Crafting Bench,” with recipe cards, descriptions, costs, readiness status, Craft Item buttons, and a Close button. Support opening it with C or the Craft button (and allow F/Use at the nearby bench to open it). Include exactly these recipes and costs: Hunter Spear costs 3 wood and 1 scrap and can only be made once; Field Bandage costs 1 hide and 1 wood and adds one bandage; Buggy Build Kit costs 4 wood, 6 scrap, and 2 hide and sets the vehicle construction progress to 100%; Fuel Can costs 2 scrap and adds 35 fuel, capped at 100, and is available once the buggy is built. B uses one bandage to restore 35 health, unless health is full. The buggy begins as a translucent ghost at the vehicle pad. After crafting the Buggy Build Kit, walk to the frame and press F/Use to assemble it, making the solid vehicle visible and giving it initial fuel (25%). Press E or the Car button near the buggy to enter; hide the on-foot player while driving and use WASD or the mobile joystick to drive. W/S accelerate or reverse, A/D steer, and fuel drains while moving. The vehicle has an integrity/damage value: enemy attacks damage the buggy while the player is inside, and if integrity reaches zero, eject the player and restore the vehicle to low integrity while damaging the player. Press E or Car again to exit beside the buggy. Wildlife should continue to attack/chase the buggy, with increased chase behavior while it is occupied. There does not need to be a separate victory screen; frame the experience as an open-ended survival/building slice whose practical objective is to gather, craft the spear, hunt for hide, assemble and fuel the buggy, then drive out and survive. Build a persistent HUD over the 3D view using translucent dark rounded panels. At the top-left show horizontal Health, Stamina, and Car bars with numeric values; before assembly the Car bar represents buggy build progress, and after assembly it represents fuel. Under the bars show counts for Wood, Scrap, Hide, Food, Bandages, and a weapon label (“Weapon: None” or “Weapon: Spear”). At the top-right show the heading “Wildhaven Outpost” and dynamic objectives: initially “Collect wood and scrap, then craft your Hunter Spear”; after getting the spear, guide the player to hunt wolves/bears and gather materials for the Buggy Build Kit; after the kit, tell them to assemble the buggy at the camp frame; after assembly, tell them to fuel and drive it out while surviving wildlife. Add a centered bottom message panel for temporary feedback such as pickup, attack, crafting, damage, vehicle, and interaction messages, plus a subtle “drag to rotate camera” hint. Support desktop and mobile controls. Desktop: WASD move/drive, Shift sprint, Space attack, F interact/use, C craft, E enter/exit buggy, and B use bandage. Mobile: a large virtual joystick at bottom-left for movement/driving and four bottom-right buttons labeled Craft, Use, Attack, and Car. Make the HUD controls touch-friendly, preserve camera drag rotation, pause player movement while crafting is open, and display a short respawn-at-camp sequence when health reaches zero: show a downed message, then restore the player at camp with full health and stamina while keeping the world active.