Robot Camping

Robot Camping is an isometric 3D survival and camp-defense game where you play as a robot stranded on a mysterious island that grows larger with each passing day.

Features

  • Expanding Procedural Island — Start on a tiny island that grows each day. New terrain, trees, enemies, loot, beaches, and underwater zones reveal themselves over time.


  • Day/Night Runs — Explore, gather, fight, and return to the campfire to advance with a cinematic day transition.
  • Persistent Browser Save — The game autosaves locally in your browser profile, including your day, resources, player position, world state, followers, camp structures, and placed defenses.


  • Camp Defense — Enemies can attack the camp zone, damage barricades, sentries, tents, and eventually the campfire. If the fire goes out, the run is lost.
  • Movable Defenses — Pick up and place sentries and barricades inside the camp rock circle. Placement is saved, and invalid spots show a clear red marker.

  • Repairable Camp — Destroyed tents, barricades, and sentries can be repaired with resources. The camp has a combined HP bar so you can see how close it is to collapsing.
  • Friendly Camp NPCs — Campers and traders live around the fire. NPCs can weakly fight back during attacks, and traders let you exchange wood, gold, and bones.
  • 60+ Upgradable Skills across Movement, Combat, Defense, Followers, Gathering, Economy, Nature, and Engineering categories.

  • 36 Weapons — Purchase melee and ranged weapons from the upgrade shop, from simple swords and bows to strange nature-powered gear.
  • Follower System — Defeated enemies can become allies that fight alongside you. Upgrade follower count, damage, speed, healing, teleporting, sacrifice revival, and shared-damage defenses.
  • Prestige System — After Day 10, reset to Day 1 with a permanent +10% stat bonus. Stack prestiges for bigger long-term runs.
  • Underwater World — Explore the sea floor with coral, seaweed, sharks, turtles, and fish schools.


  • Growing Threat — Enemy pressure, tree density, and grass coverage scale with each new day. Camp attackers ramp up slowly so the first days stay readable while later days get dangerous.
  • Enemy Variety — Fight goblins, skeletons, wolves, bears, special enemy types, ranged attackers, and a later-game dragon boss.


  • Procedural Terrain — Noise-based island with organic coastline, beach zones, shallow sea, and a deep trench boundary.
  • Player Health — Take damage from enemies, upgrade max HP and auto-repair regen through skills, and build toward emergency shields, thorns, dodge, lifesteal, and follower sacrifice.
  • Compact Upgrade UI — Browse skills and weapons with categorized upgrade cards, hover/touch details, 3D previews, reset options, and a persistent resource wallet.
  • Mobile Support — Virtual joystick, touch buttons, pinch-to-zoom. Same UI works on desktop and mobile.
  • 3D UI Icons — Skill nodes, weapon previews, and resource counters rendered as interactive 3D models.
  • Stylized Look — Posterization and dark outlines give the island a readable low-poly adventure style.
  • WebGPU Renderer — Powered by Three.js with WebGPU for modern GPU performance.

Multiplayer

note: using free tier backend so if hiscores down = reached free limit

Robot Camping features asynchronous ghost multiplayer. Other players exploring the same day appear as translucent ghost robots on your island.

  • Ghost Players — See other players roaming the same day in real time as glowing, translucent robots.
  • No Interference — Ghosts are visual only. They can't attack your enemies, collect your loot, or interact with your world.
  • Shared World — Since island layout is deterministic per day, every player on the same day sees the same terrain, trees, and enemy placements.
  • Automatic Connection — Multiplayer connects automatically. No lobbies, no friend codes. Just play and see who else is out there.
  • Low Latency — Position data syncs at 10 Hz with smooth client-side interpolation for fluid ghost movement.
  • High Scores — Check the camp notice board for score and run progress tracking.

Controls

ActionDesktopMobile
MoveWASDVirtual joystick
AttackLeft clickATK button
JumpSpaceJMP button
Rest / upgradesE at campfire or click promptE button near campfire
Pick up / place sentry or barricadeE near defense or click promptE button near defense
Repair destroyed camp structureE near repair promptE button near repair prompt
Trade resources / high scoresE near trader or notice boardE button near prompt
ZoomScroll wheelPinch
Auto-walkRight click terrain

Technical

Assets used in the game, all from CraftPix.net (Free license):

3D Models

PackCraftPix IDAssets Used
Free Bush 3D Low Poly Models 561109 Bush_temp_climate_001–013.glbGrass_001–007.glb
Free Stone 3D Low Poly Models 676151 Stone_big_*.glbStone_mid_*.glbStone_lit_*.glb (used for terrain decoration)
Free Medieval Props 3D Low Poly Pack 781167 Barrel.glbBarrel_broken.glbBench.glbBucket.glbChest.glbFirewood.glbHaystack_01–02.glbPot_01–02.glbSignpost_01.glbStump.glbTrough.glbWashboard.glbWell.glbAxe.glb

Audio — SFX

PackCraftPix IDAssets Used
Free Futuristic Audio Pack 7 566158 Footstep_1–4.wavFootstep_alt_1–4.wavPunch.wavPunch_with_electricity.wav
Free Music and Sounds for Cyberpunk Game Pack 1 648698 Dead1.wavDead2.wav

Audio — Music & Ambient

PackCraftPix IDAssets Used
Free Cyberpunk Music and Sound Effects Pack 6 444477 Calm_theme_Chinese_Street.mp3 (upgrade screen music)
Free Music and Sounds for Cyberpunk Game Pack 1 648698 Track greenzone.mp3 (gameplay music), Track Lab.mp3 (day transition music)
Free Retro Futuristic Audio Pack 5 682092 Snowstorm_loopable.wav (ambient loop)


EngineThree.js (WebGPU)
PhysicsRapier 3D
Save SystemBrowser localStorage autosave with backup normalization
MultiplayerAsynchronous ghost sync by day room
BuildVite + TypeScript
GenreSurvival / Camp Defense

Download

Download
bugfixed.zip 2 MB

Development log

Comments

Log in with itch.io to leave a comment.

(+1)

This is a really interesting concept!

A couple issues I ran into:

  • After my first day, the upgrade menu got stuck open because the "close" button on the detail box was right over one of the options, so kept re-opening the same detail box. I switched to full screen and then it didn't happen, but you might want to adjust the layout so it works in the embedded screen size (or increase the embedded screen size).
  • I died on day 2, and instead of starting over it jumped to day 3. I am not sure if that was intentional, but it seemed like a bug.
  • I wasn't sure if attack was working because left-clicking only did an animation when I was right in front of an enemy. It would be good to still show the animation to attempt an attack if I am too far away, and then don't have the enemy hit animation if I am too far. Good for players learning the input before it's critical that it works. :)
(+1)

Great feedback! Thank you so much, will address all this weekend promise!

Just added the fixes alongside tutorial at level 0 and much better skilltree and UI touchups