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BREACH K-7

  • 3d
  • first-person
  • horror
  • sci-fi
  • exploration
  • survival
  • narrative
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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. Jazib built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about BREACH K-7 yet. Play it, then tell Jazib what you would add next.

Make your own game

BREACH K-7 was built by Jazib 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 BREACH K-7 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 BREACH K-7

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 atmospheric sci-fi horror exploration game titled “BREACH — BLACKSITE K-7.” Use Three.js or an equivalent browser 3D engine. The player explores a long connected underground industrial research facility from a first-person camera, with mouse-look and keyboard movement, jumping, gravity, crouch toggle, and a flashlight toggle on F. Use E to interact with nearby doors and story objects. The facility is a sequence of dark, box-shaped rooms and narrow connecting corridors extending along the Z axis: arrival/surface tunnel, security checkpoint, administration, research, medical, power, containment, deep containment, and escape. Build floors, ceilings, walls, industrial pipes, ceiling ducts, wall control panels, crates, computers, tanks, warning props, server banks, and room signage such as BLACKSITE K-7, SECURITY CHECKPOINT, RESEARCH WING, MEDICAL, CONTAINMENT, and DEEP CONTAINMENT. Doors are interactive barriers that open by scaling thin when the player has sufficient access level; locked doors display an ACCESS DENIED message with the required level.

The game begins with a stark cinematic title card over a nearly black scene: huge pale “BREACH” lettering and smaller spaced red “BLACKSITE K-7” text. Slowly move the camera toward the facility for about 12 seconds, then transition into play. The visual style is dark, cold, industrial sci-fi horror: blue-green/gray metal walls and floors, black ceilings, dim emergency red lighting, occasional green equipment lights, heavy darkness and fog, strong flashlight illumination, shadows, vignette around the screen, and subtle horizontal scanline texture. Keep the HUD minimal and cinematic: upper-left shows the current uppercase objective and a smaller explanatory sub-objective; centered text shows “[E] OPEN DOOR” or “[E] INTERACT” when near an interactable; objective updates briefly appear near the upper center. Keep the quality selector with LOW, MED, and HIGH buttons in the upper-right, matching the restrained dark UI.

Implement the actual progression chain. Begin with objective “ENTER BLACKSITE K-7 — Reach the facility entrance.” The player must restore emergency power by reaching and interacting with a generator in the power room; this changes the emergency light state and grants access level 1. Then reach the security office and activate the security terminal, granting access level 2. Search the research wing and interact with the research terminal/document, granting access level 3. Use the required doors to enter medical and containment. In the containment sector, interact with a radio to follow a survivor signal. Go to the archive console in deep containment to discover what K-7 was researching, then interact with the containment protocol system, trigger emergency lockdown, and proceed to the evacuation panel in the escape area. Completing it displays “BREACH — BLACKSITE K-7,” followed by “END — THE SIGNAL CONTINUES.” Persist objective and progression state in localStorage so the player can resume.

Include a tall alien-like enemy called The Warden, initially placed deeper in the facility. Before the later objectives it stalks/lingers without directly chasing the player. After the containment progression, it searches when nearby and chases when the player comes within roughly 13 units or the chase has been triggered. It moves toward the player, and contact at close range causes a game-over title “YOU WERE TAKEN — THE WARDEN,” then reload after a short delay. Use an animated humanoid/monster model if available, otherwise a tall silhouetted alien creature. The player has no visible weapon or combat system; survival comes from navigation, darkness, the flashlight, and escaping.

Use physically based materials and lighting: rough dark gray-green floors/walls, metallic trim, emissive red emergency fixtures, green indicators, translucent teal glass-like elements, cold hemisphere ambient light, fog, a red point emergency light, and a bright pale-green spotlight attached to the camera as the flashlight. Add subtle flicker to facility lights and intensify the emergency red lighting during containment failure. Ensure collision against facility walls, floors, doors, and blockers, while decorative props do not obstruct movement. Keep the camera at human eye height and preserve the oppressive narrow corridors and room-to-room progression visible in the implementation.

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