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Zona Supervivencia

  • 3d
  • third-person
  • zombie
  • survival
  • wave-based
  • browser
  • mobile-friendly
  • low-poly
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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. Mauricio y ciro Sittner built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Zona Supervivencia yet. Play it, then tell Mauricio y ciro Sittner what you would add next.

Make your own game

Zona Supervivencia was built by Mauricio y ciro Sittner 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 Zona Supervivencia 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 Zona Supervivencia

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.

Recreate a Spanish-first browser 3D third-person zombie survival game titled “Zona de Supervivencia.” Use a full-screen Three.js-style scene with a dark blue-green sky/background and fog, soft directional sunlight, shadows, and a broad low-poly island ground colored deep green. Place a straight dark road strip through the island, plus many repeated low-poly trees and rocks scattered around it. Use animated low-poly GLB-style characters: a selectable male or female soldier survivor and multiple male zombies, with idle/run animations for the survivor and walk/punch animations for zombies. In the main menu, show the 3D island scene behind a large dark translucent rounded panel. The panel should be Spanish by default and visually match a polished mobile-friendly game prototype: mint uppercase eyebrow “PROTOTIPO JUGABLE · BROWSER 3D,” large title “ZONA DE SUPERVIVENCIA,” descriptive text explaining surviving waves, exploring the island and finding equipment, and a profile row with gradient avatar marked “NV,” name “Nómada,” and “Nivel 1 · 0 XP · 0 victorias.” Include a two-column button layout: orange primary “MODO ZOMBI,” dark “PERSONALIZAR,” “ENGLISH,” burgundy “MULTIJUGADOR,” and bottom buttons “CONFIGURACIÓN” and “COMPARTIR.” The menu camera should look at a centered preview survivor that slowly rotates in place.

Clicking MODO ZOMBI starts the playable wave mode and hides the menu. Spawn the selected survivor at the island center with a pistol visibly attached in the right-hand area, then spawn wave 1 with 4 zombies arranged around the player in a ring roughly 10–16 units away. Use a third-person follow camera with approximately 6-unit follow distance, WASD/joystick movement, jumping with Space or the on-screen up button, and normal gravity. The player moves at about 5.2 speed and can aim through a centered white crosshair. Zombies should detect/chase the player when within about 28 units, move toward them at about 1.35 speed, play walking animations while approaching, and attack at close range under roughly 1.45 units with punch animation and periodic damage. Player health starts at 100/100; each close zombie attack deals 7 damage. When health reaches zero, stop gameplay and show an elimination toast telling the player to tap X to return.

Implement pistol shooting from keyboard F, mouse/click on the canvas, or the large red “FUEGO” touch button. Fire no faster than about once every 280 ms, consume one round per shot, and begin with 12 rounds loaded plus 48 reserve. Each shot should damage the nearest zombie if it is within 18 units; zombies have 3 hit points, and killing one removes it, awards 100 score and 10 XP, and updates the count. If the player fires with an empty magazine, show a toast instructing them to reload with R. Reload with R or the circular “R” button; reloading takes about 850 ms, fills up to 12 rounds using reserve ammunition, and displays “Recargando…” while active. When all zombies in a wave are dead, increment the wave and spawn a larger wave using 4 + wave*2 zombies capped at 14, with a toast such as “Nueva oleada 2.”

During gameplay overlay a responsive HUD over the scene. At top left, use a dark translucent rounded stat card with VIDA, “100 / 100,” a green-to-yellow health bar, and labels such as “OLEADA 1” and “ZOMBIS 4.” At top right show large ammo “12 / 48” and “PISTOLA.” Put a small white crosshair at screen center. At bottom center show a dark hint card: “WASD / joystick para moverte · SPACE salta · click o F dispara · R recarga.” At bottom right show circular touch controls: red “FUEGO,” “R,” an up-arrow jump button, and an X button to return to the menu. Use short top-center toast notifications for wave announcements, reloading, empty ammo, and elimination.

Add a customization panel reachable from the menu, styled as the same dark translucent rounded card and positioned on the right on desktop or bottom on mobile. It should say “tu superviviente,” “Personalizar personaje,” and “Los cambios se reflejan al instante.” Provide two model swatches for male and female, and three color swatches (mint, orange, periwinkle), with active selections outlined. Changing the model immediately replaces the rotating preview and also determines the survivor used when starting a wave; the color selection can be stored in customization state. Include a VOLVER button. The ENGLISH button should toggle visible menu/game labels between Spanish and English (including zombie mode/customize/multiplayer and HUD labels). MULTIJUGADOR should not start multiplayer; show a toast explaining that real multiplayer requires a server and authentication. CONFIGURACIÓN and COMPARTIR should likewise only show prototype toast messages, not open extra systems. Keep the art style clean, low-poly, atmospheric, dark UI with mint and orange accents, rounded panels, responsive layout, and touch-friendly controls. Do not add unsupported systems such as inventory, crafting, buildings, vehicles, networking, or extra weapons.

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