Arcade › Ashmouth
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ayden Merideth built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ashmouth yet. Play it, then tell Ayden Merideth what you would add next.
Ashmouth was built by Ayden Merideth 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 Ashmouth 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.
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-based first-person survival-horror game titled “Ashmouth,” built in a Three.js-like 3D engine. The game takes place in a large, enclosed graveyard at night, viewed from the player’s eye level (about 1.62m) with a 70-degree first-person camera. Use very dark blue-black ambient lighting, heavy exponential fog, a dim moon and moonlight, subtle drifting mist particles, a strong vignette/dirt-lens feel, and a narrow cool-white flashlight cone as the main source of visibility. The cemetery should feel dense and larger than a small arena: surround an approximately 64-by-64 playable area with dark fences, place dead trees in perimeter rings and scattered inside the grounds, and fill the space with many gravestones, grave mounds, crypts, coffins, skulls, candles, stone altars, ruined arches, and branching darker paths. Use subdued, toned-down PS3-era survival-horror visuals with rough, nearly black materials and restrained colored glows at ritual sites. Start the game with a centered dark translucent panel that says ASHMOUTH, describes it as a PS3-inspired survival-horror slice, and offers ENTER THE GATE and SHOW CONTROLS. The initial HUD is a compact dark panel at upper left showing the title, “ENTITY DORMANT,” an objective about finding restless sites and choosing what kind of survivor you are, and a FEAR bar. Once started, show a first-person crosshair, objective/message text, fear and flashlight-battery bars, stamina, battery-pack count, ritual progress (0/5), ritual average score, and—after activation—the monster’s range. The player begins near a large cemetery arch at the southern edge, facing into the grounds, with a full flashlight battery and zero fear. Movement is WASD or arrow keys, mouse look after clicking to lock the pointer, Shift to sprint, F to toggle the flashlight, E to interact, and R to restart after death or escape. Support mobile with a left movement joystick, right look pad, RUN, LIGHT, and INTERACT buttons; show ritual-specific touch buttons within the ritual panel. Sprint should be faster but drain stamina, while walking creates less noise and sprinting creates more noise. The flashlight visibly drains while on (and flickers at low charge); turning it off allows slow recharge. Scatter seven small floating/rotating battery-pack pickups through the graveyard; collecting one hides it, increases the battery by 24 up to 100, increments the HUD pickup count, and displays “Battery pack collected.” The player collides with trees and ritual-site obstacles and cannot leave the fenced bounds. Place five ritual sites at distinct locations, each marked by a faint pulsing ring, a small dark shard/marker, and a subtle colored point light. The sites and their exact minigames are: 1) Collapsed grave mirror in the northwest at roughly (-20,14): a balance/steadying ritual where a needle moves along a horizontal bar and the player uses A/D or LEFT/RIGHT buttons to hold it inside a moving calm zone for 6.5 seconds; score is based on time centered. 2) Whisper crypt in the northeast around (22,11): show a sequence of five symbols chosen from ✦, ◈, ☽, and ⟁, flash them one at a time, then require the player to replay the sequence using 1/2/3/4 or symbol buttons within 15 seconds; score is the percentage correct, and the ritual ends on a wrong answer or completion. 3) Bone chapel threshold around (-13,-4): present three sigils, one of which is the odd/false mark; for four rounds, the player chooses 1/2/3 (or the corresponding touch button), earning 25 points per correct answer, within 12 seconds. 4) Sunken blood bell around (17,-13): animate a cursor back and forth across a bar and require three PULL actions timed inside a listening band; score each hit based on distance from the band, progressively increase speed and narrow the target, and average the three hits. 5) Dead vigil basin in the south around (0,-24), decorated with an altar, candles, skull, and a small arch: maintain an ember for 6.5 seconds by pressing STOKE/Space/touch action repeatedly; the fire level decays continuously and the score depends on the accumulated maintained flame. Near a site, display its title and “press E or tap INTERACT.” Interacting opens a modal ritual panel with site title, atmospheric lore, instructions, timer, score/status, BEGIN RITUAL, and STEP BACK/CLOSE controls. Freeze exploration while the minigame is active. At the end, show the final ritual score and CONTINUE/CLOSE, mark the site completed, change its ring and light to a trait color, and update the objective. Do not let the player directly select a moral alignment: infer the result from the score threshold at each site. High/low outcomes must be: grave mirror high = mercy, low = cruelty; whisper crypt high = curiosity, low = cruelty; bone chapel high = mercy, low = curiosity; blood bell high = curiosity, low = cruelty; dead vigil high = mercy, low = curiosity. Maintain mercy, curiosity, and cruelty counters, total ritual score, rituals completed, last trait, and average score. After the first ritual resolves, awaken an adaptive procedural shadow monster and display a message that something in the far graves has started keeping pace. Its form must be derived from the currently dominant trait, with ties retaining the previous trait: mercy produces The Mourner, a tall translucent shade with a tapering shroud-like body, thin tendrils, dangling arms, faint blue eyes, and a blue eye-light; it retreats from a steady flashlight beam and can reposition/teleport when farther away. Curiosity produces The Witness, a low crawling creature with a horizontal rib-like body, pelvis, forward head/jaw, and multiple bent limbs, with violet eyes; it circles and strafes, reacts strongly to player noise and can lunge, while slipping around the flashlight. Cruelty produces The Butcher, a large broad brute with oversized shoulders, long asymmetrical arms, a heavy claw/hammer-like hand and back spike, with red eyes; it advances directly and aggressively. Build the monster from dark procedural meshes, animate each silhouette subtly, and change/respawn its form if the dominant trait changes. The monster should increase fear when it reaches the player, with the brute causing the greatest hit, crawler medium, shade lower; show a red hurt flash and atmospheric message. Fear naturally decreases slowly, rises faster in darkness, and drains faster near completed mercy sites, which act as safer light pockets and reduce brute aggression. Reaching 100 fear ends the game with “You Stayed Too Long” and text explaining that fear reached 100 and the cemetery kept the version of the player it liked best. After all five rituals, unlock a glowing cyan/green far gate arch at the northern edge around (0,-31), update the objective to cross the cemetery, and show “The far gate is open — press E or tap INTERACT to leave” when close. Interacting there ends the game with “You Reached the Gate” and an ending based on the dominant trait: mercy says the player escaped with light left in them and The Mourner kept its distance; curiosity says the player escaped with answers while The Witness learned their patterns; cruelty says the player left by force and The Butcher noticed. Include restrained ambient music, whisper and click effects, and soft grass footstep sounds when audio is unlocked. Preserve exposed game-state hooks equivalent to getGameState/setGameState for player, flashlight, monster, rituals, traits, and minigame state, plus a debug hook to open a ritual site directly, but keep these invisible during normal play.