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Arcade › Blackout Foundry
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dmytro Shvets built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blackout Foundry yet. Play it, then tell Dmytro Shvets what you would add next.
Blackout Foundry was built by Dmytro Shvets 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 Blackout Foundry 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 playable single-player 3D asymmetrical horror game titled “BLACKOUT FOUNDRY.” Use a first-person camera inside a dark abandoned industrial foundry laid out as a large grid-based maze of corridors and rooms. Build the facility from modular factory props: tiled metal/concrete floors, dark walls, occasional inner corners, pipes, pipe bends, conveyor-style fencing, and barrels. Use a nearly black blue-green environment with exponential fog, sparse flickering cyan/teal point lights, red warning glows on unrepaired terminals, subtle vignette, and occasional red alarm coloration. Use low-poly industrial asset-pack styling for the environment and simple low-poly humanoid/zombie characters. Play sounds for heavy melee impacts, light repair impacts, and the gate. At the title menu, show the large stacked heading “BLACKOUT FOUNDRY,” a subtitle explaining that a hunter stalks the facility while survivors repair terminals and rush the gate before the alarm timer expires, and two choices: “PLAY SURVIVOR” and “PLAY HUNTER.” Also show the controls: WASD move / mouse look, Shift sprint, Ctrl crouch, E repair/open gate, mouse button hunter melee, and Q hunter tracking pulse. The match lasts 5 minutes, with a visible top-right countdown starting at 05:00. The local player chooses one role; the other characters are AI. There are three survivors and one hunter in the match. Survivor mode controls the first survivor in first person, while the other two survivors act as AI. Hunter mode controls the hunter in first person, while all three survivors act as AI. Hide the controlled character’s body from the first-person view. Use mouse pointer lock and YXZ camera rotation with a small center crosshair. Survivor objective and mechanics: locate and repair all four red-lit machine terminals distributed around the maze, then reach the exit gate and hold E to escape. Near a terminal, holding E gradually fills its repair progress at roughly 22% per second for the controlled survivor; show an interaction prompt such as “Hold E to repair terminal” and “Repairing NN%.” AI survivors also repair terminals at a slower rate and flee if the hunter comes within about 7.5 world units. When all four terminals are repaired, change their status lighting to cyan, replace the closed gate with an open gate model, illuminate the gate with a strong cyan glow, and update the objective to “Exit gate unlocked. Reach the glowing gate and press E.” At the gate, show “Press E to escape”; holding E causes the survivor to escape. One survivor escaping immediately produces “SURVIVORS WIN.” Survivors have 2 health: hunter hits reduce health, and a survivor is downed when health reaches zero; a first hit knocks them back but does not down them. Hunter objective and mechanics: down every survivor before anyone escapes or before the five-minute timer reaches zero. In first person, use a melee attack on left mouse click with about a 1.1-second cooldown; it hits survivors within roughly 2 world units and in a forward-facing cone. Show a melee/impact flash and sound. Press Q for a tracking pulse with an 8-second cooldown: briefly create bright red moving beacons/lights at the positions of all living survivors for about 3 seconds, with a subtle red screen flash. The hunter can sprint with Shift as well. The AI hunter should pursue the nearest living survivor, sprinting when farther away and attacking at close range. In survivor mode, delay the AI hunter’s pursuit for about 18 seconds and make it slightly slower than the hunter player. When all survivors are downed, or the timer reaches zero without an escape, show “HUNTER WINS.” Movement should use WASD relative to mouse yaw, collision against the maze walls and placed props, normal walking, faster sprinting with Shift, and slower crouch movement with Ctrl; crouching lowers the first-person camera. Characters should navigate around obstacles with simple steering and alternate directions when blocked. Animate loaded characters with Idle, Walk, Run, Punch, and Death animations when available. Place the three survivor starts around the facility’s edges and the hunter at the opposite side near the lower-right area, with the exit near the upper-right area. Make the maze feel claustrophobic and readable through pools of cyan light, red terminal indicators, fog, flickering lamps, industrial silhouettes, and the glowing gate after the objective is complete. The HUD should remain over the first-person view: top-left a translucent dark panel with the current role in cyan for survivor or red for hunter and a dynamic objective; top-right a digital-style timer; bottom-center a translucent interaction/control hint; center a thin glowing cyan crosshair; and a strong radial black vignette. During damage, repairs, terminal completion, and tracking, use brief colored full-screen flashes. Keep the visual style restrained, dark, atmospheric, low-poly, and industrial, with cyan technology lighting contrasted against red danger lights.