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Hosted browser gamereleased

DEAD GROUNDS

by AI Game Labs ↗

First-person view of a moonlit graveyard at night: a shotgun muzzle flash lights up a zombie shambling toward the player out of the dark.

Runs in your browser · 10.3 MiB of game files

Ready to play · nothing loads until you press Play

About this game

Hold a moonlit graveyard against endless zombie waves. Scavenge ammo, chain headshot combos, shove back the horde and survive the Gravekeeper boss in this first-person wave shooter.

DEAD GROUNDS is a first-person zombie wave shooter that runs right in your browser. Hold a moonlit graveyard against an endless, escalating horde with a pistol, a shotgun, a rifle and a flashlight.

HOW IT PLAYS

  • Endless waves. Every wave brings more zombies, faster and tougher than the last. Between waves you get a short breather, a survival bonus and a supply drop.
  • The dead rise from the ground. Zombies claw their way out of the soil around you, so keep moving and keep watching the dark.
  • Aim for the head. Headshots deal 2.5x damage and score bonus points.
  • Chain kills for a score multiplier (up to x2). Each kill within three seconds of the last keeps the chain alive; getting hit breaks it.
  • Scavenge. Zombies sometimes drop ammo (amber light beam) and medkits (green beam), and every cleared wave airdrops a supply crate. Medkits are only taken when you are hurt, so they wait for you.
  • Shove (F). Knock zombies back, stagger them and interrupt an attack mid-swing. It is your panic button when the magazine runs dry.
  • Know where it hurts. Red wedges around the crosshair point toward whatever just hit you, and health regenerates after a few seconds out of danger.
  • Beat your best. Your best run is saved in the browser, and mouse sensitivity, field of view and volume can be adjusted in Settings.

THE DEAD

  • Zombie: the standard shambler, from wave 1.
  • Runner: a pale ghoul in a tattered nightgown that sprints at you, from wave 2. Fragile, but it closes the gap fast.
  • Brute: big, slow and brutal, with 2.7x health and heavy hits. It resists knockback. From wave 3.
  • The Gravekeeper: a boss that rises every fifth wave, with its own health bar and a huge health pool. It drops ammo and a medkit when it falls.

ARSENAL

  • M1911: semi-automatic sidearm with infinite reserve ammo.
  • PUMP-12: eight-pellet shotgun with heavy knockback.
  • AK-74: full-auto rifle. Watch the spread bloom.

Reserves for the shotgun and the rifle are finite, so pick up drops, and fall back on the pistol and the shove when you run low.

ATMOSPHERE A procedurally built night graveyard with gravestones, dead trees, ruined walls with glowing windows, burning barrels, drifting dust and a moonlit sky. The flashlight lags slightly behind your aim like a hand-held torch. Zombie groans are positional, your heartbeat pounds at low health, and a church bell tolls at the start of every wave.

NOTES

  • Desktop browser (Chrome, Edge or Firefox) with keyboard and mouse, or an Xbox / standard gamepad. Click ENTER THE GROUNDS to capture the mouse, press Esc (or Start) to pause and click Resume to continue.
  • Everything runs locally in your browser. No accounts and no network access are needed.

Screenshots

The Gravekeeper boss lumbers toward the player across a dark graveyard while an amber ammo crate and a green medkit glow under light beams, with the boss health bar at the top and an AK-74 in hand.
The Gravekeeper boss lumbers toward the player across a dark graveyard while an amber ammo crate and a green medkit glow under light beams, with the boss health bar at the top and an AK-74 in hand.
A pale ghoul in a tattered white nightgown sprints toward the player through a moonlit graveyard while a second zombie shambles behind her; the player holds an AK-74.
A pale ghoul in a tattered white nightgown sprints toward the player through a moonlit graveyard while a second zombie shambles behind her; the player holds an AK-74.

Made with AI. Shaped by humans.

Declared by the creator · not independently verified

AIGameLabs does not fund or run runtime AI.

Development assistance
This release's code (rendering, gameplay systems, UI, audio, gamepad support, build) was written, reviewed and tested by an AI coding agent (Claude Code by Anthropic) at the creator's request, building on the creator's existing Three.js project.
Asset generation
3D models: the zombie and the AK-74 were generated with Meshy AI; the pistol, shotgun, ammo crate, medkit, the ghoul (runner zombie) and the zombie death, hit and rise animations were generated with MCPBytes. Environment, sky, HUD and effects are procedural. Audio: CC0 sound effects (OpenGameArt: saturn91, artisticdude, kurt; Kenney Impact Sounds), synthesized effects, and the Dark Ambience Loop by Iwan 'qubodup' Gabovitch (CC-BY 3.0).
Runtime AI
None declared
Tools used
Claude Code (Anthropic), Meshy AI, MCPBytes, Three.js, esbuild, glTF-Transform

Human contribution

The creator provided the original project and its Meshy-generated models, delegated this improvement pass to the AI agent, asked for assets to be produced through MCPBytes, and decides what gets published.

The build story

DEAD GROUNDS began as a Three.js zombie shooter prototype with an AI-generated (Meshy) zombie and rifle and CC0 audio. For this release the creator asked an AI coding agent to improve the game as it saw fit. The agent audited the code and fixed real problems (weapons blown out white by the flashlight, zombies rendering almost black because of a fully metallic material, leaking 3D sounds, and an ammo economy that ran dry after a few waves), then added new systems: grave-rising spawns, runner, brute and boss zombies, ammo and health drops, a melee shove, combo scoring, damage-direction indicators, settings, a saved best run and gamepad support. New 3D assets (pistol, shotgun, ammo crate, medkit, a ghoul character, and death, hit and rise animations for the existing zombie) were generated through MCPBytes, and extra sound effects were synthesized in code. The agent checked the work in a browser with an automated bot that played through ten waves, and ran the production build inside the AIGameLabs preview sandbox before submission.

Accessibility

Capabilities are declared by the creator. Platform accessibility and game accessibility are separate.

  • Adjustable mouse sensitivity
  • Adjustable field of view (60 to 100 degrees)
  • Master volume slider
  • On-screen damage direction indicators
  • On-screen reload and no-ammo prompts
  • Gamepad support

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