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Arcade › Blackout House
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shahan Tariq built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blackout House yet. Play it, then tell Shahan Tariq what you would add next.
Blackout House was built by Shahan Tariq 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 House 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 dark third-person 3D survival-horror exploration game titled “Blackout House.” Use Three.js-style real-time 3D rendering with a perspective camera following the player from behind at about 6 units, fog, shadows, and a very dark blue-black nighttime palette. The playable area is a simple enclosed safehouse/maze on a large square floor: a 24x24 house bounded by four walls, with interior divider walls forming halls and rooms. The player begins near the south side of the house at approximately (0, 0, 9), and the red exit door is centered in the north wall. Make the architecture sparse and low-detail, with charcoal/purple-brown walls and floor, heavy darkness and fog, moonlike cool ambient/directional lighting, and a strong red point light near the exit. Include subtle colored vertical glowing strips around the house (red near the north door, orange on the west side, blue near the south side). The player is a humanoid survivor character viewed in third person, using a zombie-apocalypse character model if available. Support keyboard movement with WASD or arrow keys, Shift to sprint, and Space to jump; on mobile provide a virtual joystick for movement and drag-to-look camera controls. The movement should feel like a third-person controller with gravity and jumping. Place a few nonessential survival props in the house: a chest and barrel on the west/south side, another barrel in the east/north area, and an axe lying near the southeast area. The central goal is to escape the locked house by completing a sequence of proximity-based objectives. Place exactly three floating blood sigils, each made from a rotating glowing red ring and central faceted orb: one near the southwest/south starting area, one in the east/south area, and one in the east/north area. When the player comes within roughly 1.15 units, collect the sigil, hide it, and update progress. Place a glowing blue fuse near the northwest area beside a dark generator. After collecting the fuse, approach the generator within roughly 1.7 units to install it; change the generator glow from dim cyan to green to show it is online. Only after all three sigils are collected and the generator is repaired can the player unlock/escape through the red door in the north wall. Reaching within roughly 2.5 units of the door after all requirements are complete wins the game. Add one slow infected/zombie enemy, using a basic zombie humanoid model if available. Start it near the generator in the northwest area. It idles visibly and, once the game begins, follows the player when within 14 units: move slowly at about 1.05 units/second at range and 1.9 units/second when closer than 4 units. If it comes within about 1.45 units, end the run with a “You were caught” restart screen and the message that the infected heard every step. Show a translucent red vignette around the screen whose opacity increases as the zombie approaches, fading out at distance. Build the HUD as restrained horror UI over the game: top-left small spaced uppercase title “BLACKOUT HOUSE”; beneath it a dark translucent bordered objective card headed “Escape the house.” List the current status lines: blood sigil progress (0/3 through 3/3), “Find the blue fuse” / “Fuse installed,” “Repair the generator” / “Generator online,” and “Unlock the exit” / “Reach the exit door.” At the bottom center show a dark translucent instruction panel reading “WASD / arrows to move · Shift to sprint · Space to jump” and “Mobile: use the joystick and drag to look.” At launch, show a full-screen dark radial-gradient start overlay with the title, the text “You woke up inside a locked safehouse. Something is moving in the dark.” and “Collect all three blood sigils, then reach the red exit door. The infected will hear you.” plus an “Enter the house” button. Starting the game hides this overlay. On success, show a dark full-screen overlay with a muted green-bordered card, “You escaped,” the message “The lock gave way just before the footsteps reached you,” and a “Play again” button. Restart should reload/reset the game. Keep the visual style minimal, ominous, low-light, with emissive red danger/objective lighting contrasted by cyan fuse lighting and occasional green generator state; do not add weapons, combat, inventory, score, or extra enemies beyond the described mechanics.