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Chamber Zero

  • 2d
  • sci-fi
  • simulation
  • management
  • laboratory
  • dashboard
0
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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. Mateusz Zaremba built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Chamber Zero yet. Play it, then tell Mateusz Zaremba what you would add next.

Make your own game

Chamber Zero was built by Mateusz Zaremba 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 Chamber Zero 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 Chamber Zero

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.

Recreate "Chamber Zero" as a polished 2D browser-based laboratory management/experiment simulation titled CHAMBER ZERO, with the subtitle FICTIONAL HUMAN TESTING SIMULATION. Use a dark sci-fi interface: near-black/navy radial-gradient background, slate panels with thin blue-gray borders and rounded corners, cyan highlights, amber credits, green stable status, red critical status, and violet adaptation meters. The layout is a full-height dashboard with a top header, a two-column workspace, and a small footer. On narrow screens, stack the chamber above the console.

Top header: at left show a cyan outlined rounded-square ◈ mark, the spaced title CHAMBER ZERO, and the subtitle. At right show pill counters CREDITS 120, LAB LV 1, and RUN 01. The main left card is titled OBSERVATION CHAMBER with a SYSTEM STABLE indicator. It is a large dark blue containment room with a subtle cross/grid pattern, a glowing translucent rectangular glass enclosure inset from the edges, and the label SEALED CONTAINMENT / FICTIONAL SUBJECT. Add a perspective-like dark floor platform at the bottom with a cyan-gray top edge. Center a simple stylized synthetic humanoid subject A-07: pale blue-gray oval head with two small dark dot eyes, rounded torso with a gradient, tiny A-07 label, separate rounded arms and legs, and a glowing vertical vein/light strip down the torso. The subject gently bobs; after an injection it can show a slight random tilt. Include a soft vertical light beam around it. At bottom-left of the chamber show a compact monospace biometric readout: BIOMETRICS: NOMINAL (or UNSTABLE when critical) and a changing SYNC percentage around 96–99%.

The right card is titled EXPERIMENT CONSOLE and initially says NO ACTIVE COMPOUND. Inside, show three stat cards: STABILITY 82% with a green meter, ADAPTATION 0 with a violet meter, and DATA VALUE 18 with a cyan meter. Below label the section PERSONALISED SYRINGE SYNTHESISER. Show an Empty injector card saying “Generate a compound to reveal its procedural effect.” beside a SYNTHESISE button. Once synthesized, replace it with a randomly selected compound name plus a short effect description and “Predicted shift: stability −X · data +Y”; the compound name should include a short generated alphanumeric suffix. Show a full-width INJECT SUBJECT button, initially disabled, then two buttons SELL DATA +18 (using the current data value) and STABILISE −12.

Implement the actual loop: start with money 120, lab level 1, run 1, stability 82, adaptation 0, data 18, no upgrades, no active compound. Clicking SYNTHESISE or pressing SPACE randomly selects one of these procedural effects: Prism Bloom (purple, stability base cost 6, data base gain 2), Echo Skin (cyan, cost 3, gain 4), Gravity Veil (blue, cost 10, gain 1), Thermal Bloom (orange, cost 14, gain 5), Mirror Pulse (yellow, cost 8, gain 6), Dream Static (green, cost 4, gain 7), Chromatic Drift (pink, cost 11, gain 3), or Null Tonic (pale gray, cost 2, gain 9). Synthesis chooses from the base pool, duplicating all effects once for each Compound Library upgrade, and gives random potency from 1 through lab level+1; add potency to both stability cost and data gain, and add library level to the data gain. Synthesis logs the generated compound.

Clicking INJECT SUBJECT or pressing ENTER consumes the current compound. Reduce stability by its predicted shift, then restore 4 stability per Containment Field upgrade; clamp stability to 0–100. Increase adaptation by its data gain, increase data by data gain plus twice the lab level, and award credits equal to max(4, floor(data gain/2)). Clear the injector. If stability falls below 15, trigger a containment reset: subtract an emergency fee of 20 credits (not below zero), restore stability to 42%, and log the reset. Update the chamber’s status to SYSTEM STABLE at 50%+, REACTION ELEVATED below 50%, and CONTAINMENT CRITICAL below 25%; recolor the status green, amber, or red accordingly. Make the glowing torso vein use the active compound’s color and pulse while a compound is loaded.

SELL DATA converts all current data into credits, sets data to zero, marks the packet sold for the run, and logs the payout; do nothing if data is zero. STABILISE costs 12 credits, logs an insufficient-funds message if unavailable, otherwise adds 18 stability plus 3 per Containment Field level and clamps to 100. Provide two upgrade rows under LAB UPGRADES: Compound Library, description “More powerful random effects,” initial purchase BUY 90, with price 90 + 70 per existing library level; and Containment Field, description “Recover stability after injections,” initial purchase BUY 110, with price 110 + 85 per existing field level. If affordable, deduct the price, increment the upgrade, and set lab level to at least 1 + library level + field level; otherwise log “Insufficient credits.”

Below the upgrades, include a RESEARCH LOG in a dark monospace bordered box, retaining the latest eight timestamped messages. Start with “Chamber Zero online. Awaiting compound synthesis.” and “Subject A-07 is a fictional synthetic construct.” Log synthesis, injections, sales, stability restoration, upgrades, insufficient credits, and containment resets. Footer text: “All subjects are fictional lab constructs. No real people are involved.” and “SPACE synthesise · ENTER inject”. Ensure all controls work by mouse/touch and the keyboard shortcuts, with disabled inject styling when empty. The experience should feel like a fictional, non-graphic containment laboratory control panel rather than an action game.

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