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Arcade › CREAO
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Spurgeon Currrin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about CREAO yet. Play it, then tell Spurgeon Currrin what you would add next.
CREAO was built by Spurgeon Currrin 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 CREAO 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 browser-playable Three.js first-person psychological horror exploration game titled “CREAO — Prototype,” set in a warped, dark enhancement/research facility. Use a very dark navy/black palette, sparse cold blue-white lighting, strong fog, glowing emissive door panels and rings, simple stylized low-detail geometric characters, and a clean system-font HUD. The game should begin with a large content-warning modal over the dark game view: explain that it contains psychological horror, harsh lighting, stylized death effects, no explicit dismemberment models but intense audio/visual death feedback, and that Reduced Gore can be enabled in the objectives panel. Include a prominent “Start (Click to Play)” button. After starting, lock the mouse for first-person look. Core controls: WASD movement, mouse look, Shift sprint with stamina, Ctrl crouch, E interact, F toggle flashlight, left click knife attack, hold Q to feed on a nearby dead Whitecoat when hungry, Tab toggle the objectives/status panel, and R restart from an ending. Present a HUD in the top-left with “CREAO — Prototype,” and top-right area/status text such as “Hub · Bodies 0/3 · Hunger 100%.” The objectives panel should say to pick a domain, find bodies for the True Ending, and then go to the Core; show Bodies Found 0/3, a checked “Reduced Gore (recommended)” checkbox, and controls help. Tab hides/shows this panel. Show short contextual interaction messages such as “E: Enter 5,” “E: Remember,” “Hold Q: Feed,” “Feeding...,” “Stab: head/chest/stomach,” and “Remembered.” Implement a hub facility with a dark floor, four enclosing walls, cold ceiling light strips and point lights, lab tables with small glowing tanks, several stylized unfinished subject silhouettes roaming in the room, and large portal doors arranged around the hub. The playable square route must be exactly Domain 5 → Domain 1 → Domain 6 → Core. Initially only Domain 5 is unlocked; returning to the hub after completing/visiting the current route area unlocks the next door. Include dim locked preview doors for Domains 2, 3, 4, and 7 that cannot be entered and display “Not in this prototype yet,” while still having stylized silhouette previews when opened. The doors are dark glowing rectangular panels in doorframes, labeled 5, 1, 6, CORE, and the locked numbers, with a hinge-style opening animation and a brief “bigger inside” reveal: behind a door, show a much larger foggy corridor/room with rows of lights before transitioning. For first visits, play a short approximately 1.8-second stylized showcase cutscene in which an abstract ego silhouette attacks/erases a simple white-coated prey figure inside the doorway; use camera framing, brief jumpscare overlays, flashes, and synthesized horror tones, with no explicit anatomy meshes. Domain 5 — “Suppressed Sadness Imploded”: build a long narrow gray industrial corridor extending from the entrance toward z=-44, with side walls, end caps, heavy dark fog, six weak cold lights, and a hidden side room at the corridor end. Place one small covered/capsule-like stylized body token in that side room at the end. The body is a non-explicit dark capsule form with a colored glow; looking at it and pressing E records it and increments the body counter. Add an isolation pressure hazard deeper in the corridor: after the player reaches the deep zone and lingers, movement slows, vignette/jumpscare feedback occurs, and eventually Ego 5 kills the player. Pressure accumulates faster when the flashlight is off. Provide a BACK portal near the entrance. Ego 5 is represented by a simple dark humanoid with a paper-bag-like square head, visible in previews rather than as a conventional enemy in this corridor. Domain 1 — “Precision Without Emotion”: create a black void-like space with a very dark floor/void impression and a sequence of floating/isolated square platforms: a large starting platform, platforms around z=-14 and z=-26, and a final large platform around z=-40. Add scattered tall square pillars as cover. Place the body token pinned/located on the center of the final platform. Add a BACK portal at the start. A distant dark monolith/archer threat at high z distance periodically winds up timed precision arrow/hitscan shots. Show a brief warning/line-up cue and mild screen/camera feedback; if the player is not close enough to a pillar for cover when the shot fires, kill them, otherwise let them survive. Use heavy black fog and sparse emissive detail. Domain 6 — “Survival Without Morality”: build a long industrial containment corridor with dark walls, cold overhead/point lights, and an observation room at the far end. Put the third stylized covered body token in the observation room. Add a BACK portal near the entrance. Spawn three wandering white-coated humanoid capsule figures in the corridor. They have multiple-hit health (three normal body hits; head hits deal two damage), wander and sway, and can be attacked with the left-click knife at close range. Use a forward-facing interaction cone/raycast and distinguish head, chest, and stomach hit zones based on aim height. Killed Whitecoats darken, shrink/flatten, and remain as dead targets. When the player is hungry, holding Q while looking at a nearby dead Whitecoat for roughly a moment feeds on it, restores hunger over time, then consumes/hides the corpse. The default feeding mode is aggressive: camera shake/churn, harsh chew sound stabs, flashes, and optionally blood-style overlays when Reduced Gore is off; Reduced Gore replaces this with mask/dark stylized effects. The main Domain 6 threat is Ego 6, an abstract dark efficient-killer capsule humanoid patrolling the corridor between two endpoints. It detects the player by proximity/vision and by noise: sprinting is loud, normal movement is moderately loud, crouching is quiet; it also prioritizes living wandering Whitecoats within its vision/hearing range. The player should use Whitecoats as bait to distract Ego 6 and sneak toward the observation room. When Ego 6 reaches a Whitecoat, darken/flatten it and have Ego 6 pause in a short kill state before resuming patrol. If Ego 6 reaches the player, trigger a special kill-cam: first an in-your-face lunge with a mask/blood overlay and sharp audio, then cut to a third-person camera watching the abstract Ego 6 crouch/chew over a simple proxy body for about a second, with stylized flashes only and no explicit anatomy. Then respawn at the current area checkpoint. Add slow hunger drain everywhere (starting full). When hunger reaches zero, slow the player, trigger occasional glitch feedback, and eventually cause starvation death. Display hunger percentage in the HUD. Use first-person movement with a camera height of about 1.7, slower crouched height around 1.15, collision against simple box walls, fog, flashlight cone, and smooth acceleration. The flashlight is initially on and toggled with F; it should materially affect visibility and Domain 5 pressure. Use stylized death presentation rather than realistic gore. Reduced Gore defaults ON and changes death, feeding, stabbing, and kill-cam overlays toward dark vignette/mask/glitch flashes; when OFF, use harsher red/blood flashes and stronger audio, still without explicit dismemberment models. Add brief abstract jumpscare overlays (mask, blood, or glitch), camera punches, and synthesized tonal sound effects for door transitions, hits, feeding, danger, and endings. At the Core, create a dark circular chamber with a raised circular platform, three large glowing blue rings overhead/around the chamber, and a warm glowing floating bedroom-like cube/room suspended above the platform. Place an ending trigger in front of it and a BACK portal behind. When the player reaches the trigger, end the game based only on body collection: with all three bodies, show “TRUE ENDING — 0 calms. The facility shuts down safely.”; with fewer than three, show “CANON ENDING — You destroy the Core. The collapse spreads. The world dies.” Keep the objectives/status panel open on the ending and instruct “Press R to restart.” Restart must clear collected bodies, restore the route to the beginning, reset hunger and Reduced Gore to its default ON state, return to the hub, and allow a new run.