Appearance
Arcade › Buried Memories
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Darren built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Buried Memories yet. Play it, then tell Darren what you would add next.
Buried Memories was built by Darren 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 Buried Memories 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.
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 “FNAF: Buried Memories,” using original animatronic stand-ins rather than copyrighted character models. Use a dark, cinematic Three.js-style presentation with a nearly black background, heavy shadows, exponential fog, dust motes, flickering emergency lights, soft flashlight illumination, dirty worn materials, and a muted brown/black/gray palette accented by cyan power cores, red danger lights, and faded arcade colors. The opening playable HUD should visibly show the title, Power 100%, Flashlight 100%, Cores 0/4, a room label such as MAIN ENTRANCE, a large objective panel reading essentially: “Explore the abandoned pizzeria. Find the hidden backstage elevator, descend, collect four Power Cores, and escape,” a centered pale crosshair, and large bottom buttons for Flash, Interact, and Cameras. Include a static/menu screen with the title, FNAF-like signal noise, difficulty choices (Easy, Normal, Hard, Nightmare), New Game/Continue/6th Night/Custom Night labels, and flickering silhouettes of toy and withered animatronics. Build a first-person free-roam surface level based on a 90m by 75m abandoned Starfall Funplex pizzeria. The player begins near the main glass entrance and can explore a main entrance lobby, reception desk and prize counter, central dirty checkered-floor dining hall with many tables and chairs, a west arcade wing with rows of arcade and claw/ticket machines, southwest party rooms with colored banners, balloons and child drawings, the north main stage and backstage storage, east kitchen and indoor playground, staff hallway, restrooms, and a northeast security office. Use faded wall stripes, posters and maintenance notices, “STARFALL FUNPLEX,” “ARCADE,” and “BURIED BEAR BAND” signs, murals/drawings, plants, exposed wires, ceiling vent grids, crates, lockers, benches, old endoskeleton displays, CCTV cameras, and a visible animatronic lobby statue. Tables, chairs, arcade cabinets, playground blocks and key scenery must have collision so the player cannot walk through them. Keep the stage front as a low rail so performers can be seen from dining. The core initial objective is to locate and interact with the hidden elevator at the backstage elevator shaft. Interact is E on keyboard or the on-screen Interact button. On reaching it, descend 60m into a separate buried 40m by 35m basement surrounded by dark rock and fog. The basement should feel like a decayed underground 1985 facility: cracked concrete, black maintenance tunnels with metal ribs, ruined dining tables, a collapsed old stage, “1985 SHOWROOM” signage, moldy children’s drawings, storage crates, generators, hanging wires, emergency lights, and dormant endoskeletons. Place exactly four bright cyan glowing Power Cores in four generator rooms. Interacting near a core removes it, increments the HUD from 0/4 to 4/4, hides its mesh, and wakes the corrupted staff bots. The elevator only allows escape once all four cores are collected; return to the elevator pad and interact to ascend and complete the exploration objective. Show messages such as the elevator requiring the remaining cores and warning that something metal woke nearby. Add four original corrupted staff/mech bots patrolling the basement, visually like dark industrial robots with red glowing eyes. They should be inactive before the first core is collected and become dangerous/active after cores are removed. Include collision against characters. The flashlight is always at 100% in the intended slice: F or the Flash button triggers a bright pulse rather than consuming battery, displays a short message, and makes animatronics caught in the beam retreat to the Main Stage/reset route. After a short free-roam introduction, automatically begin Night 1: teleport the player to the security office and require survival until 6 AM. The night office is a compact security room with desk, rolling chair, four CRT monitors, emergency power sign, phone, desk fan, maintenance poster, and left/right office-door openings. The office doors are the only way enemies can enter. Provide mobile left/right door controls and keyboard Q/R controls; closed doors block the matching breach, while an open door permits a jumpscare. Add a frightening jumpscare screen naming the attacking animatronic and a restart control when the player is caught. The HUD during night should show power, flashlight, cores, room name, night clock/time toward 6 AM, camera access, messages, and a horror vignette/static treatment. Implement camera monitoring with C or Cameras: a live security-camera panel with scanlines/static and selectable feeds for Main Dining Hall, Main Stage, Security Office, Arcade, Kitchen/Playground, Backstage/Shaft, Basement Dining, Generators, and Tunnels. Feeds are actual fixed viewpoints into the built scene, with motion markers/animatronics visible when present. Populate Night 1 with original animatronics that use detailed glossy toy shells and damaged withered constructions: Toy Freddy (rounded brown bear with orange muzzle/belly, blue sleepy eyes, red cheeks, black top hat with red band, black bowtie/buttons, teeth and microphone), Toy Bonnie (glossy blue rabbit-like body with ears, green eyes, red cheeks, red bowtie and white belly), Toy Chica (glossy yellow bird-like body, white bib, orange beak and feet), Mangle (white/pink broken fox-like shell with mismatched limbs, exposed rods and tangled cables), plus Withered Bonnie, Withered Freddy, Withered Chica, and Withered Foxy with dark damaged shells, exposed wires, missing face plates and glowing eyes. Models should visibly include connected neck, waist, shoulder, elbow, wrist, hip, knee and ankle joint hardware rather than floating pieces. Give all night animatronics procedural idle breathing/sway and walking animation with swinging arms, stepping legs, bobbing heads, and orientation facing their movement direction. Use fixed blueprint waypoint routes and delayed activation. Toy Freddy and Toy Chica begin on the main stage; Toy Bonnie and Mangle begin in the arcade; withered animatronics begin backstage. Routes should pass through the stage apron/dining hall, arcade exits or kitchen/staff hallway as appropriate, and approach the security-office door openings. Each actor has a timer-gated activation delay, route pacing affected by difficulty, camera slowdown/proximity behavior, an office approach state, and a Main Stage reset/safe route. A flashlight pulse delays an animatronic and sends it back to the stage before it resumes its route. Closed office doors make an approaching actor back off; an actor can only cross into the office during an explicit matching-door breach state. Survive through 6 AM to win Night 1. Also include a Custom Night selection screen with four selectable original modes: Ventilation Fix, Animatronic Repair, Tycoon Mode, and Basement Level. Each mode should transition into its own simple loop and show a dedicated mode panel, progress bar, action/repair button, finish/reward screen, money/reward tracking and leaderboard. Ventilation Fix progresses when airflow is stabilized; Animatronic Repair progresses through repair actions; Tycoon Mode spawns small simple customer NPCs in the dining/party side (not backstage, Parts & Service or elevator areas), has them walk between safe waypoints and periodically generate sales, with an upgrade/shop action; Basement Level uses the basement core collection as a risk/reward challenge and pays out as cores are collected and on successful escape. Preserve the same horror-funplex visuals and HUD style across these modes. Support keyboard WASD/arrow movement, mouse look, Shift to run, F flashlight, C cameras, E interact, Q/R office doors, and touch/mobile controls with a left virtual thumbstick for movement (up explicitly moves camera-forward, down backward, with deadzone/labels) plus drag-to-look and large Flash/Interact/Cameras buttons.