thecarsonford-dotcom/deadgrid

A browser-based post-collapse survival game created with a locally run Qwen model.

TypeScript

0

3 commits

updated Oct 2, 2026

See the code

See what people are saying

SourceMessageScoreDate

I made 20 one-shot HTML5 game prompts for testing local coding models (r/LocalLLaMA)

I ended up making a list of 20 one-shot game prompts for testing local coding models and figured some of you might get a kick out of them. They’re all built around the same constraint: the model has to make the entire game in a single \`index.html\` with no external libraries, assets, APIs, or…

0

Oct 2, 2026

README

DEADGRID

Signal lost. Grid 7. Wilderness protocol.

Play the latest build · Report a bug · Join the discussion

DEADGRID title screen

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 gameplay

Current state

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:

  • continuous procedural terrain, forests, roads, water, and authored points of interest;
  • a six-mission survival campaign with navigation, loot, combat, and blackout events;
  • day/night lighting, weathered atmosphere, spatial audio, particles, and decals;
  • eight weapons, enemy variants, inventory, survival stats, and local saves;
  • no backend, account, telemetry, or network service required to play;
  • an optional repository-local OpenCode harness for local-Qwen development.

Play locally

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.

Controls

ActionInput
MoveW A S D or arrow keys
LookMouse
JumpSpace
SprintShift
CrouchC or left Ctrl
InteractE
Fire / meleeLeft mouse button
AimRight mouse button
ReloadR
FlashlightF
Primary / secondary / melee1 / 2 / 3
Medkit / bandage4 / H
InventoryTab
PauseEsc

Build and verify

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.

Contributing

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.

License and 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.

Community

  • Use Issues for reproducible bugs and scoped proposals.
  • Use Discussions for ideas, design questions, and local-model workflow help.
  • Report security issues privately as described in SECURITY.md.
  • Be constructive and follow the Code of Conduct.
browser-game
game
local-llm
open-source
qwen
survival-game
threejs
typescript
vite

thecarsonford-dotcom/deadgrid

A browser-based post-collapse survival game created with a locally run Qwen model.

TypeScript

0

3 commits

updated Oct 2, 2026

See the code

See what people are saying

SourceMessageScoreDate

I made 20 one-shot HTML5 game prompts for testing local coding models (r/LocalLLaMA)

I ended up making a list of 20 one-shot game prompts for testing local coding models and figured some of you might get a kick out of them. They’re all built around the same constraint: the model has to make the entire game in a single \`index.html\` with no external libraries, assets, APIs, or…

0

Oct 2, 2026

README

DEADGRID

Signal lost. Grid 7. Wilderness protocol.

Play the latest build · Report a bug · Join the discussion

DEADGRID title screen

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 gameplay

Current state

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:

  • continuous procedural terrain, forests, roads, water, and authored points of interest;
  • a six-mission survival campaign with navigation, loot, combat, and blackout events;
  • day/night lighting, weathered atmosphere, spatial audio, particles, and decals;
  • eight weapons, enemy variants, inventory, survival stats, and local saves;
  • no backend, account, telemetry, or network service required to play;
  • an optional repository-local OpenCode harness for local-Qwen development.

Play locally

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.

Controls

ActionInput
MoveW A S D or arrow keys
LookMouse
JumpSpace
SprintShift
CrouchC or left Ctrl
InteractE
Fire / meleeLeft mouse button
AimRight mouse button
ReloadR
FlashlightF
Primary / secondary / melee1 / 2 / 3
Medkit / bandage4 / H
InventoryTab
PauseEsc

Build and verify

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.

Contributing

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.

License and 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.

Community

  • Use Issues for reproducible bugs and scoped proposals.
  • Use Discussions for ideas, design questions, and local-model workflow help.
  • Report security issues privately as described in SECURITY.md.
  • Be constructive and follow the Code of Conduct.
browser-game
game
local-llm
open-source
qwen
survival-game
threejs
typescript
vite

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