Arcade › Chorebound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. noah gray built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chorebound yet. Play it, then tell noah gray what you would add next.
Chorebound was built by noah gray 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 Chorebound 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.
Recreate "Chorebound" as a deliberately ugly, low-poly first-person 3D horror game set inside a small, grimy house at night. Use a hidden first-person player camera at eye height with a centered crosshair. The player begins near the front door at the south end of the house, facing inward, and must explore the connected rooms and hallway to complete four chores, then return to the front door to escape. The house is a simple rectangular structure with worn dark wooden plank flooring, dirty stained/peeling brown wallpaper, a low stained ceiling, dark baseboards, black windows along the west wall, a front door at the south end, and a narrow central hallway formed by two parallel walls. Include primitive low-poly furnishings: a kitchen counter in the southeast, table and chairs near the center, a lumpy bed in the northwest, an ugly sofa, a TV cabinet and TV in the northwest/back area, plus a lamp and nightstand. Furniture can use Kenney-style low-poly GLB assets with box fallbacks. The four glowing yellow chore objects and their locations/actions are: a trash bin in the southwest/front room, where the player presses E/Space or the DO CHORE button to "tie up the trash"; dishes on the kitchen counter in the southeast, to "wash the dishes"; laundry on the floor near the bed in the northwest/back room, to "fold the laundry"; and the glowing TV in the back room, to "turn off the TV." Chore objects float/pulse slightly, are interactable only when the player is within roughly 1.05 world units, and turn dark green/shrink when completed. Show each task in a top-left CHORE LIST with checkbox icons and labels: Take out trash, Wash dishes, Fold laundry, Turn off TV. Show a top-right status panel with Home alone, Chores 0/4 through 4/4, Sanity percentage, and flashlight Battery percentage. Near a chore show a bottom-center red-bordered prompt such as "Press E to wash the dishes"; after all chores show "All chores done. Get to the front door!". The horror progression is central: start with sanity at 100 and a first-person flashlight switched on with a 100% battery. Completing each chore reduces sanity by 15 and makes the house more hostile; sanity also slowly drains over time, and drains much faster once the monster is actively chasing. The ceiling light flickers randomly, with more frequent instability and ominous low electronic/sawtooth beeps as sanity drops. At the second completed chore, reveal a human-shaped hallway monster at the far north end, initially idle and subtly swaying. From the third chore onward, activate it: it walks directly toward the player, with speed increasing slightly per completed chore. Use a Quaternius/Kenney-like flat-shaded animated zombie/human GLB if available, with a dark body, pale head, arms and legs, and glowing red eyes as a fallback. If it reaches within about 0.62 units, show a full-screen dark overlay with red "CAUGHT" text and the message that the hallway thing found you. If sanity reaches zero, also lose. Completing all four chores does not immediately win: the player must physically reach the front door at the south end, within about 0.75 units, to show a full-screen overlay with red "YOU SURVIVED" text and the message "You finished the chores and got to bed. The house is still ugly, but you lived." Provide a Try again button after either ending. Implement first-person movement relative to the view yaw: W/S or up/down arrows move forward/backward, A/D strafe, left/right arrows turn, and mouse/touch dragging rotates and pitches the view. W must move into the crosshair. Clamp pitch to roughly +/-0.78 radians. Add head bob and slight sway while moving. Provide mobile on-screen controls: a four-button directional pad at bottom-left (up, left, down, right), a circular bottom-right DO CHORE button, and a smaller circular LIGHT button beside it. The DO CHORE button performs the nearby chore; E or Space does the same. F or LIGHT toggles the flashlight. The flashlight should be a camera-following warm spotlight with a visible low-poly metal flashlight prop in the lower-right view; drain battery at about 2.2% per second while on, dim it as charge falls, flicker strongly below 25%, and switch off at 0%. Display LIGHT 100%, changing percentage, OFF, and a low-battery orange warning state. Use Three.js ES modules, ACES filmic tone mapping, soft shadows, dark fog, warm flickering ceiling point light, cool moon fill, and a nearly black background. The visual style should be intentionally rough and low-poly but with a more realistic horror pass: grim muted colors, dirty procedural wallpaper texture, worn wood floor texture, stained ceiling, harsh warm flashlight beam, primitive walls and furniture, and crunchy/pixelated presentation. Add simple square/primitive fallback geometry if external furniture or monster assets fail to load. Include sparse procedural audio beeps for interactions, flashlight toggles, flickering panic, monster reveal, and defeat. Start on a full-screen black translucent title/instruction overlay reading CHOREBOUND in large red letters, with the premise text and controls, and a "Start chores" button. Keep HUD controls interactive on mobile while the HUD wrapper itself does not block looking.