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Blackwater Facility

  • 3d
  • first-person
  • exploration
  • puzzle
  • sci-fi
  • atmospheric
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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. Lil Chris built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blackwater Facility yet. Play it, then tell Lil Chris what you would add next.

Make your own game

Blackwater Facility was built by Lil Chris 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 Blackwater Facility 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 Blackwater Facility

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 exploration game titled “BLACKWATER FACILITY,” subtitled “FIRST PLAYABLE // CONTAINMENT WING.” The player explores a dark, sealed research facility and must unlock and reach the east exit. Begin with a full-screen title/start overlay: near-black radial-gradient background, centered dark panel with thin gray border, large spaced uppercase title BLACKWATER FACILITY, subtitle, and this lore text: “The experiment is already underway. Power is stable, the halls are sealed, and someone left the research wing in a hurry.” Include a maroon START GAME button and a small controls line: “WASD / arrows move · Shift sprint · Space jump · mouse look · E interact · mobile joystick supported.” Starting the game hides this overlay, locks into first-person mouse-look controls, and places the player in the west end of the facility at approximately eye height.

Use a compact rectangular building viewed in real-time first-person perspective. The facility footprint is roughly 24 units wide by 16 units deep, with a gray concrete floor, dark gray-green walls, black trim, strong fog, and very low-key lighting. The world background should be nearly black blue-gray. Use soft shadows, subdued desaturated materials, a cool gray hemispheric/directional light, and a localized dim maroon emergency light toward the east. The layout is a central horizontal hallway connecting several rooms: an enclosed starting room at the west, a laboratory on the north/east side, offices/research space on the south/east side, and a short east-end exit vestibule. Outer walls fully enclose the rectangle. Interior partitions create the rooms but leave door-sized openings into the central hall. Place large overhead wall signs reading “LABORATORY →”, “OFFICES →”, and “EXIT →” in pale sign panels with dark lettering.

The player starts around the west end of the central corridor, facing toward the east. Add a small fixed circular crosshair at screen center. Place several small yellow directional arrow markers on the floor along the central hallway, pointing the player toward the east progression. The HUD at top-left is a translucent near-black box with a yellow vertical accent line and displays “OBJECTIVE” followed by the current objective in bold. Initially show “Explore the building and find the exit.”

Implement first-person movement with WASD or arrow keys, sprint while holding Shift, jump with Space, mouse look, and support a mobile joystick/touch control scheme. Use solid facility walls, partitions, and closed doors as physical obstacles. Add an interaction system based on aiming the center crosshair at a nearby object within about 3 meters and pressing E. When an interactable is targeted, show a bottom-center dark prompt with a thin gold border. Doors can be opened and closed; prompts should say “E — Open door” or “E — Close door.”

Include three hinged/pivoting doors. There are ordinary doors at the north laboratory entrance and south office entrance, initially unlocked and closed. Opening a door hides/moves its panel so the passage is accessible; interacting again closes it. At the east end, add a distinctive maroon “MaroonProgressionDoor” blocking the exit vestibule. It is initially locked, and aiming at it should show “E — Door locked”; pressing E opens a dialogue box saying “MAROON ACCESS” and “The override is offline. Find the research console.”

Build the north/east laboratory with two dark tables, a large translucent blue-green glass containment tank, a dark control console, and a small cyan/teal glowing monitor face. Build the south/east office/research area with three dark bookshelves containing rows of colored books, a research desk with a glowing computer, and a brown storage crate. Include a blocky humanoid NPC named Dr. Mira Vale in the office/research area, positioned near the desk/shelves. Give the NPC a simple idle animation and make her interactable from the crosshair. The prompt should say “E — Talk to Dr. Mira Vale.” On interaction, show a dark dialogue panel along the bottom with a gold speaker name and these two lines, advanced with E or by tapping the dialogue box: “Keep your voice down. The facility is still powered, but the containment wing is not empty.” Then: “I left the exit override in the research console. If the maroon door is locked, check the console in the lab.” While dialogue is open, pause player movement and allow E/tap to advance or dismiss it.

Add a clearly visible wall-mounted POWER switch near the west side of the facility, with a “POWER” sign in a maroon sign panel. It is an interactable, initially unused switch. Its prompt is “E — Use power switch.” When used, turn its indicator from pale gray to glowing green, unlock and open the maroon east door, update the objective to “Reach the maroon exit door.”, and display a system dialogue: “FACILITY SYSTEM” followed by “Override accepted. The east exit is unlocked.” The dialogue can be dismissed with E or by tapping. The exit door should remain open after this action.

The win condition is reaching the east exit marker/vestibule after the maroon door is open, approximately x>9.8 with the player near the center of the east opening. On success, set the objective text to “Exit reached. The first shift is complete.” and briefly apply a dark translucent fade overlay. There is no combat, weapon, inventory, health, score, timer, or enemy attack system; the gameplay is navigation, environmental interaction, one NPC conversation, activating the power switch, and reaching the exit. Keep the overall visual style restrained and atmospheric: industrial sci-fi facility, charcoal walls and floor, pale gray signage, yellow objective/wayfinding accents, cyan laboratory glow, maroon locked-door/emergency accents, strong dark fog, and a sparse HUD.

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