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Zombis Underground

  • 3d
  • first-person-shooter
  • zombie
  • survival
  • arcade
  • mobile-friendly
0
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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. Dani Vitora built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Zombis Underground yet. Play it, then tell Dani Vitora what you would add next.

Make your own game

Zombis Underground was built by Dani Vitora 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 Zombis Underground 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 Zombis Underground

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 first-person 3D survival shooter titled "Zombis Underground". Build it as a dark, minimalist zombie-arena game viewed through a perspective FPS camera. The scene should have a nearly black/navy background, heavy fog, a large square gray-green floor, and four simple brown enclosing walls forming a 40-by-40 arena. Illuminate it with dim blue-gray hemisphere/moon light plus a strong warm flashlight/spotlight attached to the camera, producing a circular pool of light in front of the player and leaving most of the underground space in darkness. Use a small circular crosshair at screen center and show the pistol model in the lower-right foreground when equipped.

The player starts at the center of the arena with 100 health and a pistol. Move and look using standard FPS controls (keyboard movement and mouse/pointer-lock look on desktop); support touch devices with a large translucent virtual joystick at lower left and a circular red "FUEGO" fire button at lower right. On desktop, hold the left mouse button after pointer lock to fire. Show a compact Spanish help line at the top: "Clic para jugar · 1-4 armas · R recargar · 7 Rex · 8 Perro".

The core loop is escalating rounds of enemies that spawn around the player at random positions 14–18 units away, approach the player, and attack when close. Begin at round 1, displaying a red gothic/serif round number at bottom-left and a temporary center-top/center message such as "Ronda 1" when a round begins. Round N spawns 3 + 2*N enemies, staggered about 0.9 seconds apart. After all enemies are gone, wait about four seconds and begin the next round. Increase enemy health each round by 12%. Include four zombie/infected types using recognizable low-poly animated models: basic zombie (100 base HP, speed 1.5, damage 12, reach 1.3), chubby zombie (220 HP, speed 1.1, damage 18, reach 1.4), ribcage zombie (70 HP, speed 2.4, damage 9, reach 1.2), and, from round 2 onward with a low chance, a fungal infected (160 HP, speed 2.8, damage 16, reach 1.3). Give them walking/running, attack, hit-reaction, and death animation states where available. Enemies turn toward the player, walk directly toward them, attack on a roughly 1.1-second cooldown, and disappear about three seconds after dying. Use a cylindrical hit area for each enemy, with headshots determined by hits in the upper 20% of their height.

Implement four selectable weapons, switched with number keys 1–4, and render the selected weapon model in the camera foreground: pistol (34 damage, 3.5 shots/sec, 12-round magazine, semiautomatic, one projectile, very low spread), Uzi (16 damage, 12 shots/sec, 32-round magazine, automatic, one projectile, moderate spread), shotgun (14 damage per pellet, 1.2 shots/sec, 6-round magazine, semiautomatic, eight pellets, wide spread), and sniper (150 damage, 0.9 shots/sec, 5-round magazine, semiautomatic, one projectile, extremely low spread). Each weapon has its own magazine and unlimited reserve ammunition shown as "current / ∞". Press R, or attempt to fire with an empty magazine, to reload in 1.6 seconds; automatically begin reloading when the magazine reaches zero. Prevent firing during cooldown or reload. Simulate each shot as a ray from the center of the camera with randomized spread, selecting the nearest living enemy intersected by the ray and its vertical cylindrical body. Award 10 points for every damaging hit, plus 60 points for a normal kill or 100 additional points for a headshot kill. Flash the crosshair red and enlarge it briefly on a hit. Add slight weapon recoil/kick after shots.

Add two special keyboard-spawn debug/gameplay shortcuts exactly as visible in the help text: pressing 7 spawns a large Rex/dinosaur enemy at the normal random spawn distance (height 3.4, 2500 HP, speed 2.2, damage 35, reach 2.6, radius 1), and pressing 8 spawns a small dog enemy (height 0.9, 60 HP, speed 5, damage 10, reach 1, radius 0.5). These should use the same chase, attack, shooting, damage, and death systems. Use suitable free low-poly assets for the basic zombie, chubby zombie, ribcage zombie, dinosaur, dog, fungal creature, and pistol/Uzi/shotgun/sniper; if an asset or animation fails, keep the rest of the game running.

The HUD should match the sparse screenshot: bottom-left a large red "1"-style round counter with a yellow/gold score above it; bottom-center a thin 200px health bar with a dark translucent backing and bright green fill; bottom-right large white ammo text such as "12 / ∞" with a small weapon name below, and append "· recargando" during reload. Place a small translucent circular crosshair in the middle. When damaged, overlay a red radial vignette that fades; health regenerates at 30 HP per second only after four seconds without taking damage, capped at 100. On death, stop gameplay, display a Spanish message like "Has caído · ronda X", and restart after a short delay. Keep the overall art style low-poly/asset-based, stark, foggy, dark, and atmospheric rather than detailed or brightly colored.

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