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ABANDONED SCHOOL

  • 3d
  • horror
  • survival
  • adventure
  • exploration
  • puzzle
  • third-person
  • low-poly
  • browser
  • mobile
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hamza Hashmi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about ABANDONED SCHOOL yet. Play it, then tell Hamza Hashmi what you would add next.

Make your own game

ABANDONED SCHOOL was built by Hamza Hashmi with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix ABANDONED SCHOOL opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for ABANDONED SCHOOL

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-playable third-person 3D horror survival adventure titled “ABANDONED SCHOOL.” Use Three.js-style low-poly/simple geometric environments with imported animated casual student character models. The game takes place at night in a deserted school during rain: very dark gray-green materials, black shadows, low ambient and cool directional lighting, heavy dark fog, and falling rain particles. There are no ghosts or combat enemies; the tension comes from isolation, unreliable lights, PA announcements, door slams, rain, and exploration.

Start on a full-screen black main menu with a large distressed-looking red title “ABANDONED SCHOOL,” gray subtitle “A 3D Horror Survival Adventure,” and centered dark-gray buttons outlined in red: NEW GAME, CONTINUE, SETTINGS, and CREDITS. Show the control legend: WASD / Joystick, E / Tap to interact, F flashlight, I inventory, C crouch, Shift sprint. On desktop and mobile, provide a virtual joystick plus buttons for interact, flashlight, inventory, crouch, sprint, character switching, and pause. Settings and Credits can be simple informational dialogs. The in-game HUD has a top-left boxed CURRENT OBJECTIVE with a red accent border, the current character name at top-right, a bottom-left FLASHLIGHT battery bar and percentage, an interact prompt near the bottom center, a toggleable inventory panel at bottom-right, and temporary bottom-center dialogue boxes for character/PA messages.

The player controls HAMZA by default in an over-the-shoulder/third-person camera. Create four companions—MUBASHIR, SIDDHARTH, DHANVIN, and AKANSHA—who follow the player in a loose line using simple obstacle avoidance and idle/walk animations. Allow switching the currently controlled character with number keys 1–5 or the mobile SWITCH CHAR button, swapping positions and updating the name HUD. Movement is normal walking, faster while holding Shift, and slower while holding C for crouch; crouching lowers the character. Use WASD/arrow keys or the joystick. Include footsteps while moving. There is no jump.

Build an interconnected school layout from simple box and plane meshes. The outdoor courtyard/main entrance is around a rectangular 28-by-22 area. The main building has a dark entrance hall enclosed by gray walls, a front entrance on the north side, side corridors, a reception desk, and a few lockers. Include a left classroom wing with desks and chairs, a right electrical-room wing, a deeper library with bookshelves, stairs/ramp down to a basement/service area, and a final emergency exit door in the basement. Keep the world bounded so the player cannot leave the school area. Use very low lighting and fog extending through the corridors.

Implement this exploration/puzzle progression exactly:
1. At the opening, the group approaches the entrance. Display dialogue such as Hamza saying the school has been empty for years, Mubashir reporting no phone signal, Akansha saying the main gate is locked from inside, and Siddharth warning that the electricity is unreliable. After the intro sequence, automatically open the main entrance and set the objective to explore the main hall and find the first key.
2. In the classroom wing, place a visible Classroom Key on a desk. The classroom door is initially locked and requires “Classroom Key.” When opened, update the objective to explore the classroom and find clues, and show a worried companion line.
3. In the right electrical wing, place a locked electrical door requiring “Electrical Key,” and an electrical panel deeper inside. In the library, place an item called “Old School Record (Code: 4721).” Opening the library updates the objective to search it for records or codes and can show a dialogue that the school closed after a storm. Picking up the record reveals the code 4721 and adds a clue.
4. Interacting with the electrical panel first opens a simple four-digit code input; entering 4721 restores power to the wing, increments puzzle progress, and unlocks the electrical door. Wrong codes show “Wrong code. Try again.” After power is restored, interact with the panel again and choose switch 1 or switch 2. Both switches must be toggled on. When both are on, show “Power is back! The basement door should be working now” and unlock the basement door.
5. The basement door requires “Basement Key” unless unlocked by the power sequence. Entering/opening it updates the objective to find the emergency exit route in the basement and advances the chapter. Place a final dark escape door at the far end of the basement, requiring “Escape Key” unless the intended progression grants it. Opening the escape door ends the game.

Use a generic interact system: raycast forward from the player up to about 3.5 units; show prompts such as “E: Pick up Classroom Key,” “E: Use Electrical Panel,” “E: Locked (Main Key),” or “E: Open Door.” E/click/tap interacts. Picking up items adds them to inventory, hides them from the world, plays a small pickup sound, and updates clue count for Notes, Keys, and Records. Doors visually swing/shift open and play a door sound; locked doors make a slam sound and display what key is needed. Include the visible inventory list with “(empty)” when appropriate, and save/load inventory, objective, chapter, clue count, puzzle progress, flashlight battery, and player position using browser local storage for CONTINUE.

Give the player a shoulder-mounted warm flashlight toggled with F or the mobile FLASH button. It is initially off, illuminates a limited cone about 22 units long, and drains continuously from 100%; keep the battery HUD live and stop the light when nearly empty. Add simple synthesized sound effects for footsteps, doors, pickups, switches, alarms, PA, and slams. Every roughly 11–20 seconds, trigger atmospheric events probabilistically: briefly flicker scene lights, play a distant PA announcement (“Attention... all students... return to classrooms immediately...”), sometimes play a distant door slam with a companion reacting after chapter 2, and occasionally intensify the rain briefly. These events should be atmospheric only and must not introduce monsters or combat.

When the escape door is opened, pause and show an ESCAPED end screen. Select one of three messages based on clues found: fewer than 2 clues gives Ending A (“You escaped through the main route. The group makes it out safely.”), 2–3 clues gives Ending B (“You found an alternative exit in the basement. Everyone survived.”), and 4 or more clues gives Ending C (“You discovered more evidence about the school’s past before escaping. The truth is darker than expected.”). Display the clue count and ending letter, with a PLAY AGAIN button. Include a pause overlay with RESUME and SAVE & QUIT. Maintain the stark red, charcoal, gray, and black horror UI styling, with compact pixel-like typography, red outlines, translucent black panels, and minimalistic low-poly 3D visuals.

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