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Abyssal Wake

  • 3d
  • first-person
  • survival-horror
  • sci-fi
  • exploration
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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. zayden Tamez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Abyssal Wake yet. Play it, then tell zayden Tamez what you would add next.

Make your own game

Abyssal Wake was built by zayden Tamez 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 Abyssal Wake 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 Abyssal Wake

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 first-person 3D survival-horror prototype titled “ABYSSAL WAKE // ORIGINAL SURVIVAL HORROR.” Use a dark cinematic sci-fi visual style with deep navy/black environments, cyan emissive lighting and UI accents, red warning elements, fog, and a clean futuristic HUD. The game should open in an orbital transit ship during the “AURELIA MISSION.” Use an FPS camera with a small circular reticle at screen center. The player moves through the ship with WASD, looks with the mouse, sprints with Shift, jumps with Space, and interacts with E. Detect controller input if available: left stick movement, right stick look, A jump, X interact, and a D-pad inventory hint. Press Tab to toggle the field inventory and Esc to pause/resume.

Opening ship scene: construct a long enclosed corridor/interior approximately 14 units wide and 28 units long, with a floor, ceiling, side bulkheads, dark metal materials, and strong volumetric-looking blue fog. Place repeated tall space windows along the right wall, separated by dark frames, showing a dark exterior. Add cyan ceiling light strips, a dark Administration pod/desk and bright cyan screen at the far end, a red security door farther beyond it, a cockpit door at the opposite end, four horizontal crew cryo pods along the left side, several consoles, and a command chair near the starting area. The player begins near one end of the corridor. The atmosphere should feel empty, cold, and ominous rather than crowded.

The initial HUD must show the brand at top left, the phase label “ORBITAL TRANSIT — AURELIA MISSION,” and four top-right status meters: HP 100%, HUNGER 82%, THIRST 76%, and O2 100%. Use compact dark translucent meter cards with colored progress bars: pink/red for HP, amber for hunger, cyan for thirst, and pale cyan for oxygen. At bottom left show a boxed “CURRENT OBJECTIVE” panel with the text “Explore the ship. Find Administration.” At bottom right show the current input hint and “WASD / MOUSE · SHIFT SPRINT · SPACE JUMP · E INTERACT.”

When the player approaches the Administration area in the ship (within the interaction region near the far end, roughly z less than -2 and x within 3 units), show the prompt “Press E to accept promotion — Administration console.” On pressing E, mark the briefing complete, change the objective to “Return to the crew. The promotion briefing is complete.” and flash the cyan/white warning “PROMOTION CONFIRMED — MISSION LEADER.” Then play the scripted crisis sequence with red warning messages: “IMPACT DETECTED,” “HULL BREACH,” and “CRITICAL SYSTEM FAILURE.” After the sequence, transition to the ocean-world survival scene and show “AUTOMATED LANDING SYSTEM OFFLINE.”

Ocean scene: transition to a dark unknown ocean world labeled “SURFACE DRIFT — UNKNOWN OCEAN WORLD.” Use a large translucent blue-green ocean surface, a broad dark sea floor below, thick blue underwater fog, scattered reef/rock formations, a few glowing green kelp-like stalks, and small glowing fish drifting slowly through the water. Place an escape pod near the starting area: a dark metallic pod base, angled slightly, with a blue glass window, a cyan fabricator unit on one side, and a red pod console on the other. Begin the player near the pod. Keep the deep-water view moody and hazy; if the player descends underwater, increase fog density noticeably.

On the ocean world, update the objective to “Repair the escape pod and restore life support.” The same HUD remains visible, with health, hunger, thirst, and oxygen meters plus the inventory counts. In the ocean phase, hunger decreases gradually, thirst decreases somewhat faster, oxygen replenishes while above water and drains while the player is underwater, and health drains when hunger or thirst becomes critically low or oxygen reaches zero. The player can approach the fabricator (near the pod, within about 2 units) to see “Press E to use Fabricator / repair the pod.” Pressing E should add 2 scrap metal, 1 purified water, and 1 blueprint fragment, change the objective to “First priority: stabilize the pod. Find a safe route into the deeper water.” and display “POD SYSTEMS ONLINE — FABRICATOR UNLOCKED.” Do not add combat or enemies; the visible hazards are environmental survival meters, depth/oxygen, and the scripted ship disaster.

The Tab inventory overlay should be a centered dark translucent panel titled “FIELD INVENTORY,” listing Emergency ration (2 initially), Purified water (2 initially), Scrap metal (3 initially), and Blueprint fragments (0 initially), with counts updating after the fabricator interaction. Include the hint “TAB closes inventory · Find a Fabricator to craft. This prototype slice supports the opening mission and first survival loop.” Esc should show a centered “PAUSED” panel reading “ABYSSAL WAKE — EARLY VERTICAL SLICE,” a short controls-detected message, and a RESUME button. Use subtle emissive materials, realistic-ish box-built geometry, blue/cyan illumination, red alert lighting, a dark background, exponential fog, and a restrained sci-fi horror presentation. Include an occasional ship notification, “CREW NOTICE: ADMINISTRATION AWAITS,” if the player has not reached Administration after roughly 20 seconds.

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