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BREACH: K-7

  • 3d
  • first-person
  • survival-horror
  • exploration
  • linear
  • sci-fi
  • stealth
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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.

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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 survival-horror exploration game titled “BREACH: K-7,” set inside a dark, abandoned biological research facility. The player is Mara Voss, a response technician entering Northstar Biological Systems’ Blacksite K-7 after it has gone dark. The game should begin with a full-screen title overlay on a nearly black blue-green background: “NORTHSTAR BIOLOGICAL SYSTEMS // INCIDENT 07-14,” large spaced “BREACH” title, the description “You are Mara Voss, a response technician. K-7 has gone dark. Restore the facility, find the surviving staff, and get out before whatever escaped finds you,” an “ENTER BLACKSITE” button, and a controls line reading “WASD / ARROWS MOVE · MOUSE LOOK · E INTERACT · F FLASHLIGHT · SHIFT RUN · SPACE JUMP.” Clicking the button starts the first-person game and captures the mouse pointer.

Build the facility as a long connected linear complex viewed through a perspective FPS camera. The environment is made from concrete-textured floors, gray-green industrial walls, dark bulkhead door sections, doorframes, side rooms, overhead pipes, cyan ceiling light strips, computer terminals, chemical barrels, and occasional bloodstains. The connected areas run down a central corridor in this order: arrival corridor around z=12, Operations around z=-4, laboratories around z=-26, Quarantine around z=-50, Core around z=-70, and an escape/surface-lift section around z=-92. Use a cold, desaturated blue-green palette with deep shadows, fog, a dark teal-black background, cyan practical lighting, and a red emergency light glowing near the far end. Add a subtle dark radial vignette over the view. The opening area places the player at the end of the arrival corridor, looking toward the facility interior. The building should feel wide and modular, with outer walls roughly enclosing each section, occasional side rooms, and repeated bulkhead structures across the corridor.

Use first-person movement with WASD or arrow keys, mouse look, Shift to run, Space to jump, and E to interact. Include a small pale cyan circular reticle at screen center. A flashlight is initially on and shines from the camera as a cone-shaped cool white light; F toggles it on and off. The HUD should show “BLACKSITE K-7 // RESPONSE TECHNICIAN” in the upper-left, the current objective in the upper-right, contextual interaction text at the bottom center, and story messages in a translucent dark bordered panel near the lower center. Do not add combat, weapons, inventory, health bars, ammo, or unrelated mechanics: the actual gameplay is navigation, interaction, and evading the pursuer.

Implement the exact progression as a sequence of proximity-based interactions along the central corridor. Initially show objective “Awaiting deployment.” After pressing the start button, display the message “BLACKSITE K-7 // 02:14 // Arrival corridor. The facility is colder than the surface.” and objective “Reach Operations. The emergency door is ahead.” When the player is close to the first marked point around z=3, show “E  OPEN EMERGENCY DOOR”; pressing E advances to Operations, displays “The lift dies behind you. Emergency lights crawl awake one by one.” and sets objective “Restore auxiliary power in Operations.” At the Operations point around z=-10, show “E  RESTORE AUXILIARY POWER”; pressing E displays “A terminal boots: \"K-7 emergency protocol active. Do not trust the voice on internal comms.\"” and objective “Reach the lower laboratories. Find a way through the sealed research wing.” At the laboratory point around z=-31, show “E  OVERRIDE RESEARCH LOCK”; pressing E displays “The lab door unlocks. The last video is dated eleven minutes after the evacuation.” and objective “Enter Quarantine. Recover the missing containment sample.” At Quarantine around z=-49, show “E  TAKE CONTAINMENT SAMPLE”; pressing E displays “You lift the case. Every speaker in K-7 whispers: \"Mara, don’t bring it upstairs.\"” and objective “Take the sample to the Core. Ignore the thing in the dark.”

When the containment sample is taken, spawn a zombie-like humanoid pursuer called “The Warden” around z=-60, behind/in the vicinity of the quarantine-to-core route. It should use an available basic zombie character model with an idle animation, remain visibly threatening in the dim corridor, and begin moving toward the player when within about 16 meters. It should move slowly at first, approximately 0.7 units per second, while rotating to face the player. The story message at its appearance is “A shape moves behind the quarantine glass. It has learned your name.” The player has no attack mechanic; survival is based on movement and reaching the next interaction.

At the Core point around z=-68, show “E  ACCESS CORE CONTROL”; pressing E displays the revelation: “REVELATION: the Warden was the facility’s response system — a human subject rebuilt to hunt biological breaches. Your biometric profile is in its memory.” Then spawn or reposition another Warden near z=-78, set its pursuit speed to about 2.0 units per second, and set objective “Overload the reactor and reach the surface lift.” At the escape point around z=-86, show “E  CALL SURFACE LIFT”; pressing E completes the escape, displays “The lift climbs. Below, the reactor doors buckle. The Warden stops at the threshold — waiting for the next breach.”, and after a short delay replace the start overlay with an ending card reading “NORTHSTAR INCIDENT REPORT // K-7,” “BREACH CONTAINED,” and “You escaped with the sample. The official report will call K-7 an equipment failure. In the elevator glass, something moves beneath your skin.” Include a “RESTART INCIDENT” button that reloads the game.

If the Warden reaches the player closer than roughly 1.25 units, set a death state, show “THE WARDEN FOUND YOU. Press R to restart.”, clear the objective, and stop normal progression. R should reload/restart after death. Keep the experience atmospheric and sparse: no visible score or lives, only objectives, prompts, story text, flashlight, reticle, and the environmental tension of the approaching creature. Use physically lit Three.js-style materials, fog extending down the corridor, concrete normal/roughness detail, cool cyan emissive strips, and a restrained cinematic horror presentation matching the dark title-screen aesthetic.

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