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BEAROUT

An arcade-idle bear ranch: hunt, stack the haul, run it to the sell table, upgrade, repeat

Web — Live · iOS — In the labFree

Screenshot

bearout.vercel.app
BEAROUT screenshot

About BEAROUT

BEAROUT takes the fake 'Whiteout Survival' ad — the one with the bear pens and the stack of meat — and builds the game it pretended to be. Hunt animals, stack the haul, run it to the sell table, and reinvest into an infinite upgrade tree with prerequisite locks. Weapons evolve from axe to bow to shotgun to minigun. Workers automate the loop, uncapped. Then it keeps going: golden animals, charging bosses, wild camp invasions that hunt your customers and halve your prices, lake fishing, a parking lot where customers arrive by car, a drive-thru, a ranch dog, snowstorms that double drops, quests, achievements, and a rebirth system with skins and perks. Everything is procedural geometry — no downloaded models — and it runs in a browser on a phone. A native iOS build is finished too: same game, wrapped and verified end to end on iPhone, with a native preferences mirror so saves survive iOS evicting web-view storage. It is waiting on an App Store account rather than on code.

Who it's for

Anyone who wants the hunt, sell and upgrade loop those idle games promise and never quite deliver.

What it does

  • Infinite exponential upgrade tree with prerequisite locks
  • Weapon evolution: axe → bow → shotgun → minigun
  • Uncapped automated workers with gate-chain pathing
  • Golden animals, charging bosses, and wild camp invasions
  • Ventures: lake fishing, parking lot, drive-thru, ranch dog
  • Rebirth with skins, speed, and backpack perks
  • Saves stay on your device, or follow you when you sign in — plus export codes and PWA install
  • Native iOS build: portrait, offline-first, rewarded video only

Behind the build

THREE.Sprite ignores negative scale: its shader sizes the quad by the length of each matrix column, so the sign is gone and the hero faced left whichever way it walked.

The fix was a camera-billboarded PlaneGeometry with an alphaTest cutout, which mirrors on negative scale and tips over on death like any other mesh. The same commit also blamed the sprite for animation frames that looked frozen, and that part did not survive a re-test: in three.js r170, map.offset changes reach the GPU every frame, and the frozen look came from a walk cycle that followed actual movement, so a bear pushing against a fence counted as standing still. The iOS port had its own version of that lesson: bind HUD controls with 'click', not 'pointerdown', because a faded splash overlay still won pointer hit-testing in the web view.

The full write-upTHREE.Sprite ignores negative scale: how to flip a sprite in three.js

Information

Runs on
Web (mobile + desktop) · iOS
Status
LiveWeb — Live · iOS — In the lab
Price
Free
Requires
Any modern browser
Source
Not public
Telemetry
No analytics. Signing in is optional: it keeps your save on the server and your name on the leaderboard. The iOS build shows opt-in rewarded ads from Google AdMob.
Built with
three.js & Vite
Stack
three.jsViteVanilla JSPWACapacitorStoreKit 2

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