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Arcade › Winter Line

Winter Line

  • 3d
  • first-person
  • survival
  • shooter
  • winter
  • historical
  • atmospheric
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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. Ignacy built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Winter Line was built by Ignacy 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 Winter Line 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 Winter Line

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 first-person survival shooter titled “Winter Line,” set in Karelia in December 1939 and visually inspired by the Winter War. Use Three.js or an equivalent 3D engine with a cool, desaturated winter palette: pale blue-gray sky, snow-covered ground, heavy exponential fog, soft cold daylight that slowly changes toward night, directional winter sunlight and soft shadows. Add a large open snow field, falling snow particles/blizzard weather, scattered imported low-poly pine and dead trees, snowdrifts, a frozen lake on the right/east side of the map, a long muted-gray road, an abandoned village with three simple brown cabins and dark roofs, a central trench with raised snow banks and a darker trench floor, a bunker with gray walls/roof and a dark door, a supply crate, and a radio post. Keep the environment sparse, bleak, and atmospheric, with distant silhouettes fading into fog.

Begin with a full-screen dark translucent mission/role selection overlay over the world. The centered rounded dark panel should say “WINTER LINE · KARELIA, DECEMBER 1939,” show the large serif headline “Hold the white silence.”, and describe this as a compact historical survival slice inspired by the Winter War. Present five selectable role cards in a row on desktop (wrapping to two columns on narrow screens): Rifleman — “Balanced loadout · reliable stamina” and “Steady aim”; Scout — “Fast movement · better endurance” and “Trail sense”; Machine gunner — “Heavy kit · holds positions” and “Suppressive fire”; Medic — “Carries aid · can revive a wounded ally” and “Field dressing”; Sniper — “Patient and precise · low profile” and “Observation.” Highlight the selected card with a warm tan border/background. The bottom button initially reads “Choose a role to deploy,” then changes to “Deploy as [role]” after selection. Do not begin play until a role is selected and this button is clicked.

After deployment, switch to a first-person camera positioned behind/in front of a hidden player soldier model, with a visible first-person machine gun model held at the lower-right of the view and a small cream crosshair at screen center. Use mouse click on the canvas to fire; each shot has a short cooldown and the weapon visibly recoils slightly. Raycast from the crosshair: enemy soldiers take two hits, produce a small red blood-puff hit effect, disappear when killed, and award 15 score. Spawn two allied Finnish soldiers near the trench and two enemy Soviet patrol soldiers near the lake/road area; use simple low-poly animated soldier characters, with allies and enemies oriented/dressed distinctly enough to identify them. Enemies should move toward the player when within 18 units, face the player, and attack at close range within 5 units roughly every 1.4 seconds, causing a brief translucent red full-screen hit flash and reducing cold by 6.

Implement FPS movement with WASD or arrow keys, Shift to run, Space to jump, and mouse drag/look controls. Role movement speeds and starting survival stats must differ exactly as follows: Rifleman speed 4.5, stamina 100, cold 100; Scout speed 5.5, stamina 125, cold 92; Machine gunner speed 3.4, stamina 82, cold 108; Medic speed 4.2, stamina 96, cold 104; Sniper speed 4.0, stamina 92, cold 98. Display the selected role and ability in the HUD. While moving, drain stamina at about 7 per second and while running drain an additional 5 per second; while stationary recover stamina at about 10 per second, clamped to 0–100 during play. Cold continuously decreases at approximately 0.18 per second plus a weather-dependent amount up to 0.35 per second; standing still restores it slightly at 0.08 per second, clamped to 0–100. If stamina or cold reaches zero, end the game and replace the mission text with “You collapse in the cold. Refresh to try another role.”

Place a fixed HUD over the 3D view. In the upper-left, use a dark translucent rounded readout showing the role/ability plus two labeled meters, “Stamina” and “Cold,” with numeric values and tan/light-blue horizontal bars. In the upper-right, show a matching mission panel with a title and description. At the bottom center show the compact hint: “WASD / arrows move · Shift run · Space jump · click fire · drag to look · survive the storm.” Preserve the sparse, polished UI style: dark navy translucent panels, thin pale borders, warm tan accent (#d8b678), pale blue-gray text, rounded corners, subtle backdrop blur and shadows.

Start with these sequential mission entries and display them in the HUD: “Mission 1 · Reconnaissance” — “Reach the old watch post beyond the frozen lake. Return with a report.”; “Mission 2 · Defend the line” — “Hold the trench while the storm front passes.”; “Mission 3 · Deliver supplies” — “Carry the medical crate to the bunker without losing your way.”; “Mission 4 · Find the missing soldier” — “A wounded scout is somewhere near the abandoned cabin.”; and “Mission 5 · Survive the whiteout” — “Stay in cover until the weather clears.” Progress should advance automatically over time (approximately 0.2 progress per second), complete after about 18 seconds, award 25 score, reset progress, and advance to the next mission. After roughly 12 seconds of play, show a lower-right dark choice panel: “The radio operator asks whether to risk the lake route before the storm arrives.” with two buttons, “Cross the lake” and “Take the forest.” Choosing Cross the lake awards 10 score and switches to Deliver supplies; choosing Take the forest awards 5 score and switches to Defend the line. After the fourth mission completes, show the same choice panel again after a delay. Keep the choice panel hidden until triggered.

Use a dynamic world cycle: adjust sun/hemi light intensity, background color, fog color, and snowfall opacity over time; continuously move/recycle around 900 snow particles so the storm visibly falls across the scene. Make the experience feel like a compact, atmospheric first-person winter patrol rather than a large complex campaign. Do not add unsupported systems such as inventory, ammo counters, minimaps, crafting, vehicles, or additional weapons beyond the visible machine gun. The goal is to survive the storm, manage stamina and cold, advance the briefing missions, and shoot approaching patrols while navigating the frozen forest and outpost.

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