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Bunker Signal

  • 3d
  • survival-horror
  • stealth
  • exploration
  • procedural
  • third-person
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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. Kulbir Kaur built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bunker Signal yet. Play it, then tell Kulbir Kaur what you would add next.

Make your own game

Bunker Signal was built by Kulbir Kaur 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 Bunker Signal 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 Bunker Signal

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 playable third-person 3D survival-exploration game titled “Bunker Signal.” Use Three.js-style rendering with a dark, atmospheric concrete bunker and a camera following the player from behind at roughly 4.4 units away. The scene should be nearly black-blue/charcoal overall, with fog, soft shadows, muted concrete surfaces, and a stark minimalist sci-fi horror presentation. The player is represented by a simple gray capsule-like humanoid and starts near one end of a long bunker corridor, facing toward the interior.

Core objective and flow: On the title/start overlay, show the title “BUNKER SIGNAL,” the description that this is a sealed concrete bunker whose corridors change every run, that blind things hear sprinting, and that lockers can break detection while the flashlight drains. Show a generated run seed and an “ENTER THE BUNKER” button. Clicking it starts a new run with a newly generated numeric seed. The player must find a glowing gold signal key somewhere in the procedurally rearranged bunker, then reach the exit door at the far end. Before collecting the key, the objective reads “Find the signal key. Reach the exit.” After pickup, remove the key, show “Key acquired. Reach the exit.”, and allow the player to win by reaching the dark exit door at the end. On victory show an overlay titled “You Escaped” with text explaining that the signal key unlocked the bunker exit and a button labeled “Generate another bunker.” If caught, show “Signal Lost” and explain that the blind wanderers found the player, with the same restart button.

Build the bunker as a long, narrow concrete hall approximately 7 units wide and 42 units long, enclosed by a floor, ceiling, and solid side walls. Add randomized transverse concrete partitions along the corridor, with each side independently receiving many possible wall segments based on the seeded random layout; this should make the corridor arrangement visibly differ on each run while retaining navigable passages. Place tall dark gray-green metal lockers at randomized positions along either side, plus collectible glowing teal battery cells nearby. Place the gold glowing signal key at a randomized side and depth toward the far half of the bunker. Put a dark exit door across the corridor at the far end.

Add exactly three animated blind-wanderer enemies using a humanoid zombie-like 3D model. They begin at different positions down the bunker and wander toward randomized targets. They do not use visual detection: sprinting generates noise, and a wanderer within approximately 14 units hunts the player when noise is above roughly 0.25. Hunting enemies run toward the player; otherwise they walk slowly between random points. If the player is hidden in a locker, nearby enemies switch to searching behavior, and a sufficiently close searcher can still find the player. A visible player within approximately 1.25 units of an enemy loses immediately. Use idle/walk/run animation states if available.

Controls and player systems: WASD moves the player with collision against bunker walls and partitions. Shift makes the player sprint while moving, consuming stamina rapidly; when not sprinting, stamina regenerates. Sprinting also raises a noise value that gradually fades when walking or still. F toggles the forward-facing flashlight, which illuminates the bunker with a cool white cone and drains the flashlight battery continuously while on; it automatically turns off at zero. Collecting a glowing teal battery cell restores 28 battery points, capped at 100. E near the closest locker hides the player: make the player invisible, turn off the flashlight, and change the objective to “Hidden. Stay still until the footsteps fade.” Press E again to leave the locker and restore visibility. Hiding prevents normal enemy detection but does not guarantee safety if an enemy searches very close.

HUD and visual UI: Keep a fixed overlay over the 3D view. At the top left, use a translucent near-black panel with uppercase labels “Flashlight” and “Stamina,” each followed by a percentage and a horizontal meter. The flashlight meter is warm yellow/gold; the stamina meter is pale blue. At the top right, show the current objective in a matching translucent panel. Put a small outlined circular crosshair at screen center. At the bottom center, show “WASD move · Shift sprint · F light · E locker.” Display short status messages such as “Battery cell collected.” and “Signal key acquired.” in the overlay. Use a dark translucent radial-gradient start/end overlay, thin blue-gray borders, uppercase tracking, cool gray text, and restrained gold/teal/red accent colors. The game should feel like a sparse, tense, low-light bunker rather than an action shooter.

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