A browser-based post-collapse survival game created with a locally run Qwen model.
See the codeSignal lost. Grid 7. Wilderness protocol.
Play the latest build · Report a bug · Join the discussion

DEADGRID is an experimental browser-based first-person survival game set in a procedural post-collapse wilderness. Follow a six-mission campaign, scavenge supplies, survive the Hollow, restore the relay, and make it through the blackout.
The original game was created with the locally run model identified in the project configuration as Qwen3.8 27B Q4_K_M, using no hosted model API. The repository is also an experiment in building an open-source community where AI-assisted contributions are made with local models. See Project provenance and the Local-model contribution policy.

DEADGRID is playable but pre-alpha. Expect rough edges, incomplete balancing, and visual work in progress. Saves live in the browser's local storage.
Highlights:
Requirements: Node.js 22.12 or newer and npm.
git clone https://github.com/thecarsonford-dotcom/deadgrid.git
cd deadgrid
npm ci
npm run dev
Open the local address printed by Vite, normally http://localhost:3000.
| Action | Input |
|---|---|
| Move | W A S D or arrow keys |
| Look | Mouse |
| Jump | Space |
| Sprint | Shift |
| Crouch | C or left Ctrl |
| Interact | E |
| Fire / melee | Left mouse button |
| Aim | Right mouse button |
| Reload | R |
| Flashlight | F |
| Primary / secondary / melee | 1 / 2 / 3 |
| Medkit / bandage | 4 / H |
| Inventory | Tab |
| Pause | Esc |
npm run check
npm run preview
npm run check runs the strict TypeScript check and a production build. A passing check confirms mechanical health; gameplay feel and visual composition still need human testing.
Human-authored work is welcome. If a contribution uses an AI model, that model must run locally on contributor-controlled hardware—no hosted inference APIs or cloud model services. Read CONTRIBUTING.md before opening a pull request. The optional local workflow is documented in tools/deadgrid-harness/README.md.
Contributors work in their own fork and propose changes through pull requests. Automated checks and maintainer review protect the official branch, so experimenting in a fork cannot damage the released game. Project decisions and maintainer roles are described in GOVERNANCE.md.
Good first contributions include bug fixes, accessibility, performance, test coverage, mission clarity, environmental variety, and replacing or optimizing art with clearly licensed assets.
The project code and original repository material are available under the Apache License 2.0. Contributors retain copyright in their original work and license it to the community under those terms. The NOTICE file records project attribution, and TRADEMARKS.md explains use of the DEADGRID name and branding.
Third-party art and audio retain their own licenses, primarily CC BY 4.0 and CC0; see THIRD_PARTY_NOTICES.md before redistributing the game.
The raw asset intake directory is intentionally excluded from the repository. Only runtime assets with verified embedded or accompanying license information are published.
TypeScript
76.9%
JavaScript
11.8%
HTML
5.2%
CSS
3.5%
PowerShell
2.6%
A browser-based post-collapse survival game created with a locally run Qwen model.
See the codeSignal lost. Grid 7. Wilderness protocol.
Play the latest build · Report a bug · Join the discussion

DEADGRID is an experimental browser-based first-person survival game set in a procedural post-collapse wilderness. Follow a six-mission campaign, scavenge supplies, survive the Hollow, restore the relay, and make it through the blackout.
The original game was created with the locally run model identified in the project configuration as Qwen3.8 27B Q4_K_M, using no hosted model API. The repository is also an experiment in building an open-source community where AI-assisted contributions are made with local models. See Project provenance and the Local-model contribution policy.

DEADGRID is playable but pre-alpha. Expect rough edges, incomplete balancing, and visual work in progress. Saves live in the browser's local storage.
Highlights:
Requirements: Node.js 22.12 or newer and npm.
git clone https://github.com/thecarsonford-dotcom/deadgrid.git
cd deadgrid
npm ci
npm run dev
Open the local address printed by Vite, normally http://localhost:3000.
| Action | Input |
|---|---|
| Move | W A S D or arrow keys |
| Look | Mouse |
| Jump | Space |
| Sprint | Shift |
| Crouch | C or left Ctrl |
| Interact | E |
| Fire / melee | Left mouse button |
| Aim | Right mouse button |
| Reload | R |
| Flashlight | F |
| Primary / secondary / melee | 1 / 2 / 3 |
| Medkit / bandage | 4 / H |
| Inventory | Tab |
| Pause | Esc |
npm run check
npm run preview
npm run check runs the strict TypeScript check and a production build. A passing check confirms mechanical health; gameplay feel and visual composition still need human testing.
Human-authored work is welcome. If a contribution uses an AI model, that model must run locally on contributor-controlled hardware—no hosted inference APIs or cloud model services. Read CONTRIBUTING.md before opening a pull request. The optional local workflow is documented in tools/deadgrid-harness/README.md.
Contributors work in their own fork and propose changes through pull requests. Automated checks and maintainer review protect the official branch, so experimenting in a fork cannot damage the released game. Project decisions and maintainer roles are described in GOVERNANCE.md.
Good first contributions include bug fixes, accessibility, performance, test coverage, mission clarity, environmental variety, and replacing or optimizing art with clearly licensed assets.
The project code and original repository material are available under the Apache License 2.0. Contributors retain copyright in their original work and license it to the community under those terms. The NOTICE file records project attribution, and TRADEMARKS.md explains use of the DEADGRID name and branding.
Third-party art and audio retain their own licenses, primarily CC BY 4.0 and CC0; see THIRD_PARTY_NOTICES.md before redistributing the game.
The raw asset intake directory is intentionally excluded from the repository. Only runtime assets with verified embedded or accompanying license information are published.
TypeScript
76.9%
JavaScript
11.8%
HTML
5.2%
CSS
3.5%
PowerShell
2.6%