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Blackwood Chapter 2

  • 3d
  • horror
  • exploration
  • first-person
  • story
  • vr
  • mobile
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 Chapter 2 yet. Play it, then tell Waylen Whitmire what you would add next.

Make your own game

Blackwood Chapter 2 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 Chapter 2 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 Chapter 2

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 3D exploration horror game titled “Blackwood Chapter 2: The Basement.” Begin with a full-screen dark cinematic intro overlay over an almost black background with a subtle red radial glow. Center a translucent charcoal panel with the eyebrow text “BLACKWOOD CASE FILE // CHAPTER 2,” a large uppercase blood-red title “THE BASEMENT,” and this premise: “The hidden wall opens beneath the floodlight. You descend into the place Blackwood tried to bury.” Include a bordered red-tinted story box stating: “1999: the park opened. 2025: remains were found. 2026: you came looking. Find the sign, the case file, and the truth at the end of the hall.” Show the controls: Desktop WASD/arrows, mouse look, Shift run; Mobile left joystick moves and drag the right side to look; VR left stick moves, right stick turns, trigger inspects. Provide a prominent red gradient button labeled “ENTER CHAPTER 2.” Also provide a small fullscreen button in the top-left and a WebXR/VR button in the top-right labeled by the browser as VR not supported when unavailable.

When the player starts, hide the intro and enter a dark, first-person Three.js-style basement environment. Use a 72-degree perspective camera, near-black background, exponential dark fog, and a strong vignette. Build a simple enclosed concrete basement: a roughly 22-by-34 rectangular floor, ceiling around 3.3 units high, thick north/south/east/west walls, a partial divider wall and a hall partition. Use gray rough concrete for the architecture, very dark brown/black materials for furniture, and rusty brown metal for the sign supports. Light it with several warm, weak orange point lights that visibly flicker irregularly, plus a red point light near the memorial plaque. Keep the atmosphere sparse, claustrophobic, and horror-focused rather than adding unshown enemies or combat.

Place exactly three inspectable story clues, arranged to encourage movement through the basement. Near the back-left area, put a freestanding sign with a rusty narrow post and a rectangular board reading “BLACKWOOD PARK / EST. 1999 / CLOSED.” Near the back-right area, place a small dark table with a brown folder on top; this is the “1999 case file.” At the far end of the hall, place a rectangular memorial plaque reading “CASE CLOSED — 1999 / HE WAS ALREADY DEAD / REMAINS: 2025 / SEARCH: 2026.” The player begins near the entrance/end opposite these clues. Do not add collectible systems, weapons, enemies, health, score, or invented gameplay mechanics.

Display a compact translucent HUD across the top after starting. The left box is labeled “OBJECTIVE” and the right “EVIDENCE,” with objective text initially “Chapter 2 — Search the basement.” and evidence guidance “Find the sign, the case file, and the memorial plaque.” As the player approaches an undiscovered clue within approximately 3.5 world units, show a bottom-center prompt with its name and an “Inspect” button. Desktop inspection works with the E key or the button; VR inspection works with the trigger. On inspecting, briefly flash the screen white, play a short stinger sound, hide that clue, and update the HUD. Inspecting the sign should show the text “BLACKWOOD PARK. EST. 1999. CLOSED.” and set the next objective to “Find the 1999 case file.” Inspecting the case file should show “The file says the child was already dead when the park opened.” and set the next objective to “Find the memorial plaque at the end of the basement.” Inspecting the plaque should show “The child was never missing. The park was built on a lie.” and set the next objective to “You know what happened to the kid.”

Support desktop first-person movement with WASD/arrows, mouse look, and Shift for running; support the creator’s mobile touch controls with a left movement joystick and right-side drag look; and support WebXR with the left stick for movement, right stick for turning, and trigger inspection. Constrain movement to the basement through its physical walls. Once all three clues have been inspected, stop gameplay and show a full-screen ending overlay in the same dark translucent panel style. Title it “The Truth — 1999” in blood red and display: “The child was never missing. He was already dead when Blackwood Park opened. The remains surfaced in 2025. You came in 2026 — and something below the park heard you arrive.” Add a bordered warning reading “CHAPTER 2 COMPLETE” and “The tunnels continue beneath the basement.” Include a red “Play again” button that reloads/restarts the chapter. Maintain responsive styling: on narrow mobile screens stack HUD boxes and make buttons full width with comfortable touch height.

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