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Arcade › Wraith Keep
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Anjana Shenoy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wraith Keep yet. Play it, then tell Anjana Shenoy what you would add next.
Wraith Keep was built by Anjana Shenoy 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 Wraith Keep 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 fullscreen Three.js dark-fantasy survival game titled “Wraith Keep.” Use a high, slightly angled third-person/isometric camera that follows a lone knight in the center of a circular cursed courtyard, looking from above and behind at approximately (player x, player y + 9, player z + 10), with smooth camera interpolation and a view of the whole arena. The scene should be nearly black and atmospheric: dark purple-black background, exponential fog, cold blue ambient/moonlight, deep shadows, and a subtle crimson haze around the arena center. Build a circular stone battleground with a broad, low cylindrical outer platform in charcoal gray, radius about 9.7, and a raised/dark reddish inner torus ring around radius 8.5. Put twelve irregular-looking square stone shrine/pillar blocks around the perimeter, varying their heights, silhouetted in the fog. Add four evenly spaced braziers inside the ring, each with a dark bowl, a small glowing orange sphere/flame, warm orange point light, and visible pools of warm light contrasting with the cool moonlight. The player is a stylized low-poly knight made from simple primitives: a pale beige/gray capsule-shaped body, small pale spherical head, dark purple rectangular cape behind the body, and a narrow light-metal sword held to the right. The knight moves in the horizontal X/Z plane at a responsive constant speed, is constrained inside the circular arena, and turns/faces the direction of movement. WASD and arrow keys move (W/up = negative Z, S/down = positive Z, A/left = negative X, D/right = positive X). Press Space to perform a sword slash; attacks have about a 0.45-second cooldown and a short 0.28-second animated swing, with the sword visibly sweeping through an arc. Enemies are crimson shadow wraiths that spawn around the outer edge of the arena and relentlessly move toward the knight. Model each as a dark floating cone/shroud with a glowing magenta-red sphere/core above it, a crimson emissive material, and a red point-light aura. They bob vertically as they approach. Start spawning one at a time roughly every 1.7 seconds, with the interval shortening as score rises (never below 0.5 seconds), and cap the active population at 3 plus one for each 45 points, up to 16. Each wraith has 1 hit point and is destroyed by a successful sword hit within approximately 2.15 units and a forward arc of roughly 130 degrees. Award 10 score for each defeated wraith. Wraiths that get within about 1.15 units of the player damage health by 14, with an 0.8-second per-enemy hit cooldown. Their movement speed is roughly 1.1–2.0 plus a small score-based increase. When a wraith dies, give it a 65% chance to drop a floating ember shard at its position. Model shards as small bright orange-gold octahedrons with emissive glow, rotating and bobbing above the floor. They last 10 seconds; collecting one within about 0.95 units heals 18 health, capped at 100, and adds 5 score. Include simple synthesized Tone.js sounds: a short triangle tone for sword attacks, a lower triangle tone for taking damage, a bright sine tone for ember pickup, and a longer low tone at game over; initialize audio on the first click or key press. The game starts with Health 100, Score 0, and Wraiths 0. Provide a fixed upper-left serif HUD over the canvas reading “Health: [value] Score: [value] Wraiths: [active count]” in warm parchment/off-white with highlighted numbers, plus the instruction “Move with WASD or arrows. Space attacks. Collect ember shards.” Keep the visual treatment elegant and minimal, with text shadow. Health cannot exceed 100 and the game ends as soon as it reaches 0: stop gameplay and spawning, show a centered dark translucent overlay panel titled “Wraith Keep,” and display the message “The courtyard claims another soul. Final score: [score]. Press R or use the button to begin again.” Include a parchment-colored button labeled “Return to the cursed yard.” Press R or click the button to reset health, score, player position, enemies, embers, and the overlay. Use responsive full-screen rendering with shadows, ACES filmic tone mapping, and resize the camera/renderer with the viewport.