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Blackwood Ch.2 Basement

  • 3d
  • first-person
  • horror
  • exploration
  • atmospheric
  • story-driven
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. Waylen Whitmire built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blackwood Ch.2 Basement yet. Play it, then tell Waylen Whitmire what you would add next.

Make your own game

Blackwood Ch.2 Basement was built by Waylen Whitmire 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 Blackwood Ch.2 Basement 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 Blackwood Ch.2 Basement

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 standalone first-person psychological horror exploration game titled “Blackwood Ch.2 Basement,” set beneath Blackwood after the player escaped a floodlight. Begin with a dark, red-tinged full-screen intro overlay card. Show the kicker “BLACKWOOD · CHAPTER 2,” the large blood-red title “THE BASEMENT,” and this premise: “You made it back to the floodlight. The pages led you to a hollow wall. Cold air pours up from below — Blackwood Park, 1999, is waiting in the dark.” Include a warning panel explaining that this is a standalone Chapter 2 and that the player must explore the basement, find the park sign, case file, and memorial, and learn what happened to the kid. Display controls: desktop WASD, mouse look, Shift run, E inspect; mobile joystick, drag look, and Inspect button. Provide a prominent “Enter the basement” button.

When play begins, switch to a first-person 3D camera in a dim enclosed concrete basement. Use a dark nearly-black background, heavy low-visibility fog, strong vignette, muted gray concrete materials, and sparse warm overhead point lights that visibly flicker. The basement is a rectangular room approximately 18 units wide by 28 units deep, with concrete floor, ceiling, exterior walls, and two internal partitions creating a hall-like layout. The player starts near a short stair/entry area at the south end, around position (0, 1.2, -11). The ceiling is low, around 3.15 units. Add black/dark fixtures at the ceiling, rusty horizontal pipes near the ceiling, and two dark red/bloody decal or prop pieces on the floor. Use subtle red illumination near the entrance and evidence areas, plus a greenish light near the park sign. The visual style should be atmospheric, sparse, grimy, and cinematic rather than bright or colorful.

Implement FPS movement with WASD and mouse look, Shift running, and mobile joystick plus drag-look support. Keep the player inside the basement. There are no enemies, combat, weapons, health, ammunition, or chase sequence in this chapter. The core loop is walking through the basement and inspecting three nearby evidence objects. When the player is within roughly 3.5 world units of an undiscovered clue, show a centered bottom prompt naming it and an Inspect button; on desktop pressing E or on mobile pressing the button discovers it. Each discovery should briefly flash the screen, hide the prompt, update the objective and hint HUD, and narrate the clue using ominous voice/text speech. The three clues may be discovered in exploration order, but guide the player through the intended sequence.

Evidence 1: At the southwest area around (-5.5, 0, -9.5), build a rusty post with a dark green rectangular sign board. The sign face must visibly read “BLACKWOOD PARK,” “EST. 1999,” and “CLOSED — DO NOT ENTER,” with a worn gold border and pale lettering. Its interaction prompt should identify “Blackwood Park sign.” On inspection, narrate: “Blackwood Park, established 1999. The sign is rusted through. Someone tried to bury this place under a new name.” Then update the objective to “Find the 1999 case file deeper in the basement.”

Evidence 2: Near the northwest area around (5, 0, -9), make a small dark wooden table with four legs and a dusty brown folder on top. Add a warm light above it. The folder is the “1999 case file.” Its inspection text should communicate: “A dusty folder. Date stamped March 1999. A child who never came home.” Narrate: “Case file, nineteen ninety nine. The child was already dead when the park opened. The 2025 discovery reopened a wound this town sealed shut.” Then update the objective to “Find the memorial plaque at the far end of the hall.”

Evidence 3: At the far north end around (0, 1.5, 12.4), mount a dark metal/stone memorial plaque on the wall and illuminate it with a stronger red light. The plaque face must visibly read: “CASE CLOSED — 1999,” “The child was never missing.” “The park opened on a lie.” “He was already dead.” and “Found remains: March 2025. Search: 2026.” Its prompt should identify “Memorial plaque.” On inspection, narrate: “The plaque tells the truth. The kid died in 1999. They found the remains in 2025. You came looking in 2026. The smile mask has been here the whole time.” Set the objective to “You know the truth now,” then after a short delay finish the chapter.

During play, display a top HUD with two translucent dark panels: an Objective panel on the left and a Hint panel on the right. Initially show “CHAPTER 2 — Search the basement.” and “Find the park sign, the case file, and the memorial plaque.” Update these after each clue. Keep the bottom-center Inspect prompt hidden unless an undiscovered clue is close. Use dark translucent panels, thin gray borders, rounded corners, muted off-white text, and blood-red accents. Play low ominous ambient music after the player starts, and use a short stinger when the ending appears. Also use restrained speech synthesis for the intro and clue narration if supported.

After the memorial is inspected, show a full-screen ending overlay in the same dark red/black style. Title it “The Truth — 1999.” Display: “Blackwood Park opened in 1999 on a lie. The child was already dead. The remains surfaced in 2025. You walked into the dark in 2026 — and the smile mask had been waiting the whole time. The forest never forgot.” Add the tag “Chapter 2 complete,” and a warning panel saying: “Standalone basement chapter finished. Chapter 3 can still go deeper — tunnels, the killer’s origin, who built the park.” Include a “Play again” button that reloads/restarts the chapter. Make the game responsive for desktop and mobile, with touch-safe UI controls.

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