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Blackthorn House

  • 3d
  • first-person
  • horror
  • exploration
  • puzzle
  • stealth
  • survival
  • mystery
0
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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. ethanreynaud1904 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blackthorn House yet. Play it, then tell ethanreynaud1904 what you would add next.

Make your own game

Blackthorn House was built by ethanreynaud1904 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 Blackthorn 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.

Read the build brief for Blackthorn House

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.

Rebuild this as a browser-based first-person 3D horror exploration game titled "Blackthorn House". Use Three.js-style real-time rendering with a dark, stormy, low-light mansion interior, a perspective FPS camera with a tiny glowing white crosshair at screen center, heavy blue-gray fog, rain particles, soft moonlight, sparse point lighting, and strong darkness. The player is not shown as a body; movement is through the house in first person. The visual tone is restrained and atmospheric: gray plaster walls, dark ceilings, warm brown wooden floors and furniture, muted blue rugs/upholstery, brass fixtures, faded paper, red-brown accents, and occasional warm emissive lamps. At the start, place the player in a small Safe Room at the rear of the house, facing its exit door; the screenshot-like view should be almost entirely black when the flashlight is off, with only a tiny central crosshair and the HUD clearly visible.

Build the mansion as connected rectangular rooms on multiple levels. Ground floor: a 4.4-by-3.6 Safe Room, central Foyer, Living Room on the west with a sofa and table, Dining Room farther west, Kitchen on the east with a counter and refrigerator, and an Office on the southeast/east side. Add a basement below, an upper hall, two upstairs bedrooms, and an attic above. Use wooden stairs between levels. Include rugs, beds with pillows, crates/boxes in basement and attic, paintings on walls, brass lamps, curtains, dust motes, and a labeled Safe Room. Behind the living-room area, create a deliberately off-patrol secret passage and a dark secret room containing simple skeleton-like objects and the floating/wall label "THE HOUSE REMEMBERS". Doors should be physical rectangular wooden door panels that swing open and stop blocking movement when opened.

The core loop is exploration, collecting clues and keys, solving a chained escape route, and avoiding a pursuer. The initial objective displayed at the bottom left is: "Find the bedroom note. It mentions a cabinet code." The player can inspect/pick up nearby objects by aiming the crosshair at them and pressing E. Keep a maximum inventory of three items, shown as three centered slots at the top; number keys 1, 2, and 3 select a slot, G uses the selected item, and R drops it back into the world. Use these exact collectible concepts and purposes: a torn house plan in Bedroom A that reveals the hidden passage behind the living-room fireplace; a numbered metal plaque in the Office whose clue reads 4-1-7; a rusted cabinet key for the Kitchen cabinet; an old brass key for the basement; an old fuse; a small screwdriver for the damaged electrical panel; a wooden crank for the attic mechanism; an old battery for the attic lift; a strange metal token for the final secret mechanism; an emergency immobilizer; and three immobilizer charges. Place them in the same general spaces represented by the original: bedroom note in the upstairs bedroom, plaque in the office, cabinet key in the kitchen, brass key/fuse/battery in the basement, screwdriver in the kitchen, crank in the attic, and token/immobilizer/charges in the secret room.

Implement the door and puzzle progression visibly through objective text and brief alert messages. The Office door starts locked and opens when the player has the cabinet key, consuming it and revealing the plaque/code clue. The Basement Door starts locked and opens with the old brass key, consuming it. Restore electricity by using the fuse near the basement electrical panel, but only if the player also has the screwdriver; consume the fuse and change the top-right status from "ELECTRICITY: OFF" to "ELECTRICITY: ON". The Front Exit on the ground floor starts as a puzzle-locked door and only becomes openable once electricity is on, the office clue has been discovered, and the player possesses the strange metal token; then display a success message that the large door opens onto the rain. The Attic Hatch is puzzle-locked and opens with the battery, consuming it; the wooden crank can be used while in the attic to repair/open the attic mechanism. Preserve the feeling of a multi-step scavenger hunt rather than adding combat or weapons.

Add a simple pursuer enemy called the thief/voleur: a small, nearly black humanoid with a dark torso and legs and a pale skin-colored cylindrical head. Start it around the west side of the house and have it patrol a loop through the Living/Dining area, foyer, kitchen/east side, office, and basement route. It moves slowly while patrolling and faster when chasing. It can see the player within about 13 units when the player is in front of it and no collider blocks line of sight. On detection, show a prominent red warning near the top center such as "⚠ ALERTE : LE VOLEUR VOUS A VU !", change the objective to tell the player to run, hide, or use the immobilizer, and play a short simple synthesized warning tone. If the pursuer gets very close to the player, fade to black and reload/reset the game. An immobilizer used when the pursuer is within roughly 10 units should stop it for 30 seconds and consume one charge. Do not add firearms, health bars, or combat.

Use the following interface exactly in spirit: top-left small spaced uppercase title "BLACKTHORN HOUSE"; top-right status lines showing current level ("GROUND FLOOR", "BASEMENT", "UPPER FLOOR", or "ATTIC" based on player height), flashlight state ("FLASHLIGHT OFF" or "FLASHLIGHT ON"), and electricity state; bottom-left translucent dark objective panel with a thin pale vertical accent line; center-bottom contextual prompt such as "E — Ouvrir", "E — Utiliser", or "E — Prendre" when aiming at a nearby door/item; a tiny luminous center crosshair; centered three-slot inventory at top on desktop, relocated toward the bottom on narrow screens; and a red translucent alert banner for danger. Use the title/HUD typography as clean small sans-serif uppercase text, with subdued gray-white colors and brass/gold highlighting for the selected inventory slot. The game should support mouse-look/pointer-lock FPS controls, WASD movement, jumping/gravity, E interaction, F flashlight toggle, G item use, R drop, and 1/2/3 inventory selection. The flashlight is a narrow cool-white spotlight attached to the camera and is initially off; turning it on should make the dark rooms and objects readable. Add quiet occasional synthesized notes and atmospheric rain, but no dialogue-heavy cutscenes. Keep the camera and UI immersive and minimal, and make the playable result a genuine interactive 3D game rather than a slideshow.

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