Arcade › ZINEVA: ZOMBIE SURVIVAL
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gungun built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about ZINEVA: ZOMBIE SURVIVAL yet. Play it, then tell Gungun what you would add next.
ZINEVA: ZOMBIE SURVIVAL was built by Gungun 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 ZINEVA: ZOMBIE SURVIVAL 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 third-person 3D rural survival-horror game titled "ZINEVA // ZOMBIE SURVIVAL." Begin with a roughly 12-second cinematic prologue before enabling control. Show a dark cinematic overlay with large centered uppercase text that progresses through: "THE DAY EVERYTHING CHANGED" / "A QUIET VILLAGE · 12:00 PM", then "NORMAL LIFE" / "BIRDS · WIND · DISTANT MOTORCYCLES", then "…A SOUND OUTSIDE" / "BANG", then "RUN" / "THE VILLAGE IS BEING OVERRUN", then "THE DOOR WON’T HOLD" / "FIND A WAY OUT", and finally "ESCAPE" / "WINDOW · GLASS · IMPACT." During this sequence, slowly move a third-person camera toward the player in a quiet village. After it ends, hide the cinematic overlay and set the mission to "MISSION 001 · ESCAPE THE VILLAGE." Use a semi-open rural village environment viewed with a 58-degree perspective third-person camera positioned about 5 units behind the player. Build a large green ground plane with light green fog and daylight atmosphere, crossed by broad perpendicular dirt roads. Scatter many simple varied village houses in a grid-like settlement: muted beige/gray-green rectangular walls, dark low polygonal four-sided roofs, brown doors, and pale blue-green windows. Add numerous stylized leafy trees with brown trunks and clustered green spherical crowns, two planted fields with rows of small stems, several abandoned pickup trucks, and four streetlights. Use soft shadows, ambient hemisphere lighting, a warm directional sun, subtle cool fill light, ACES filmic tone mapping, and gradually transition toward darker blue nighttime lighting as time advances. Keep the art style low-poly/stylized but grounded, with subdued rural colors and survival-horror mood. The playable character is a human survivor in the center of the village, shown from behind in third person. Load/use an animated human character model if available; otherwise use a muted blue-gray capsule-like body. Include the visible dark-framed blue-tinted glasses detail on the character’s face/head. Start the player near the village center at approximately world position (0, 0, 7). Support keyboard and mobile controls: WASD or a virtual joystick to move, Shift to sprint, Space to jump, E to interact/search, F for melee, R to shoot, and L or the flashlight button to toggle the flashlight. Provide mobile buttons along the lower-right edge for flashlight, E INTERACT, F MELEE, and R SHOOT. Spawn seven animated basic zombies around the village at positions approximately (0,-4), (7,-7), (-10,5), (17,3), (-17,-5), (30,10), and (-28,-12). Zombies idle/wander when unaware, but detect the survivor based on proximity, flashlight use, and noise from attacks. When alerted, have them run toward the player; use idle, walk, run, and hit-reaction animations where available. A nearby zombie within roughly 1.4 units raises danger/harms the player over time. Melee is a close-range attack within about 2.4 units that makes noise and can trigger a nearby zombie’s hit reaction; shooting consumes ammunition and makes a loud noise that alerts zombies within about 32 units. Start with 6 rounds of ammunition. The flashlight starts on its HUD at 100%; toggling it changes its displayed battery percentage and increases zombie visibility/detection risk while active. There is no need to invent a complex inventory, loot system, interiors, NPCs, or a completed win condition; keep the slice focused on movement, stealth/noise, combat, and survival atmosphere. Create a compact dark translucent HUD over the game. At the upper left show the brand "ZINEVA // ZOMBIE SURVIVAL," the current objective, and a small time/status line initially reading "12:00 PM · PEACEFUL." At the upper right show a rounded translucent status panel with four horizontal labeled meters: HEALTH (pale green), STAMINA (blue), HUNGER (tan/gold), and THIRST (teal). Beneath them display "FLASHLIGHT 100% · AMMO 6." Make health decrease according to danger, stamina visibly fall while sprinting, and hunger/thirst gradually drain as time passes. Show a lower-left contextual instruction panel: during loading say "Loading the village…" and after the prologue say "WASD / joystick to move · Shift sprint · Space jump · E search · F melee · R shoot · L flashlight." As time advances, update the time/status from daytime toward "GOLDEN AFTERNOON," "DUSK," and "NIGHT," and smoothly change the lighting and background accordingly. Use clean sans-serif typography, uppercase letter spacing, subtle borders, and dark translucent rounded panels matching a polished minimalist survival-game interface.