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Camp Dread

  • 3d
  • horror
  • survival
  • exploration
  • third-person
  • low-poly
  • mobile-friendly
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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. Edmund keck built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Camp Dread yet. Play it, then tell Edmund keck what you would add next.

Make your own game

Camp Dread was built by Edmund keck 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 Camp Dread 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 Camp Dread

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 low-poly third-person nighttime camping horror survival game titled “Camp Dread.” Use a Three.js-like 3D scene viewed from behind and slightly above the player, with a smooth follow camera that can be turned by dragging on the game canvas. The setting is a circular dark forest clearing at night: nearly black-blue background and exponential blue fog, cold moonlight from above, a dark forest floor, scattered pine trees around the perimeter, old grave markers, fallen logs, a small reddish canvas tent near the starting clearing, and a wooden cabin at the far north end. The visual style is friendly low-poly camping assets contrasted with spooky lighting: warm orange firelight and cabin windows against cold blue moonlit fog.

The player is a small stylized camper made from a warm orange jacket/body and light head, carrying a small warm lantern. Start the player near the campfire at approximately the south side of the clearing. In the center camp area, place a campfire made from stacked logs with animated cone-shaped orange and pale-yellow flames, flickering point-light illumination, and a radius of warm light. The fire is a temporary safe zone: while within about 5.8 world units and while Fire is above 8%, the player’s nerve regenerates and the ghost is slowed and pushed away somewhat. The fire continuously drains, initially at roughly 2.15 percentage points per second and increasingly faster as logs are collected; collecting a cursed log restores 14 fire percentage points.

The main objective is shown in the HUD as “Find cursed firewood: 0/6.” Place exactly six cursed firewood collectibles throughout the forest, at varied locations around the clearing (not inside the camp), each represented by a low-poly fallen log with a cyan-blue glowing ring on the ground and a small blue point light. They gently bob and the ring rotates. Automatically collect a log when the player comes within about 1.05 units; hide it, increment the counter, restore fire, and display a temporary toast such as “Cursed firewood found (N/6).” Trigger occasional full-screen scare effects when the second and fifth logs are collected.

After all six logs are collected, change the objective to “Escape through the cabin.” Build the cabin from simple low-poly geometry: brown wooden rectangular walls, a dark pitched roof, a small porch, a rotating cabin door, and two warm glowing windows. The door is initially locked and closed, with a dim glow. If the player approaches it before collecting all six logs, show a warning toast that the chain requires all six cursed logs. Once all six are collected, make the cabin doorway glow brightly and open/rotate the door. The player wins immediately upon approaching within about 1.8 units of the cabin door; show a centered end screen titled “Dawn Breaks” with text explaining that the lock was broken and the player survived.

Add two pursuing threats. First, include a floating low-poly pale/blue ghost character that starts away from camp, follows the player continuously, and faces the player. It moves more aggressively when the player is outside the fire-safe zone; its anger increases while the player is away and decreases near the fire. Its speed also increases as the fire gets low. If it comes within about 0.85 units, the player loses. Second, include a lethal “doom snail,” visibly built from a flattened dark-green body/belly, green head, brown spiral shell, red eyes on stalks, and a small green warning light. It starts elsewhere in the forest and slowly crawls directly toward the player, leaving temporary glowing green slime spots behind. It moves more slowly when the player is in the campfire safe zone and slightly faster as more logs are collected. When it comes within about 0.95 units, it instantly kills the player, showing the message “The snail touched you.” Make the snail give wet chirp/crawl warning sounds that become more frequent and intense as it approaches, with stereo panning based on whether it is to the left or right of the player; sometimes show a toast saying “You hear wet crawling nearby.”

Implement the nerve system. Start Nerve at 100%. While in the lit campfire safe zone, regenerate it rapidly. Outside the safe zone, drain it faster based on ghost proximity; drain it even more when the fire is nearly out. A ghost close enough, the doom snail touching the player, Fire reaching 0%, or Nerve reaching 0% ends the run. For ordinary fire/nerve/ghost deaths, show a centered loss screen titled “The Fire Dies” with a bleak message about the last ember fading. For snail death, use the specific doom-snail death message. Prevent movement after game over.

Use escalating horror presentation without adding unrelated mechanics: when the player is outside the firelight and the ghost is close, occasionally trigger a jump scare consisting of a brief full-screen stylized ghost face with bright eyes and mouth, the text “DON’T LOOK BACK,” camera shake, a nerve penalty, and a sharp shriek. Also trigger this effect around major danger spikes. Add occasional procedural whispered warning audio, panned left/right, when the player is far from the fire, has low nerve, or the ghost is near; use short lines such as “come closer,” “the fire lies,” “behind you,” “don’t feed it,” “we found your tent,” “run while it watches,” “six logs, one grave,” and “the snail is near.” Add low warning pulses when danger is high or the fire is low.

HUD and start screen: put a dark translucent outlined panel at the top-left labeled “CAMP DREAD” with the objective and collectible count. Put a top-right panel with Fire and Nerve labels, percentage text, and horizontal bars; Fire should be orange/red and Nerve should be blue/purple. Before play, overlay a centered title “CAMP DREAD,” atmospheric instruction text like “Night fell. The cabin is locked. Collect 6 cursed logs, avoid the doom snail, and escape before the ghost reaches you,” an orange “Start the night” button, and controls text “WASD / arrows to move · drag to look · Shift to sprint.” During play, show temporary bottom/center toast messages for discoveries and warnings.

Support desktop and mobile controls. WASD and arrow keys move relative to the camera/player yaw; Q and E turn left/right; dragging on the canvas looks/turns; Shift or a large orange Sprint button temporarily increases movement speed from about 4.2 to 6.2. Provide a circular virtual joystick at bottom-left for mobile movement, plus stacked orange Sprint and Restart buttons at bottom-right. R and Restart reset the entire game: counters, Fire and Nerve, player, ghost, snail, collectibles, cabin lock/door, scare state, and start overlay. Use pointer-friendly UI, responsive layout, shadows, fog, animated flame/light, camera shake, and atmospheric procedural audio.

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