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DEAD AIR

  • 3d
  • first-person
  • horror
  • exploration
  • atmospheric
  • analog-horror
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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. corban nyssen built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about DEAD AIR yet. Play it, then tell corban nyssen what you would add next.

Make your own game

DEAD AIR was built by corban nyssen 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 DEAD AIR 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 DEAD AIR

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 atmospheric horror exploration game titled “DEAD AIR,” set during the night shift in the abandoned WN-07 broadcast station. Use a Three.js-style 3D first-person camera with mouse look, a tiny centered crosshair, WASD movement, Shift for faster walking, Space to jump, and E to interact. Begin with a full-screen intro overlay: nearly black/green-gray radial background, centered dark translucent card with a thin gray border, large widely spaced title “DEAD AIR,” text stating “Night shift, WN-07 broadcast station,” explaining that the building has been without power since 2003 and the player must retrieve one tape from the archive floor, then list the controls. Include an “ENTER THE STATION” button that dismisses the overlay and locks the mouse pointer.

Build the playable space as a long, dim concrete broadcast-station corridor extending along the Z axis, with a broad concrete floor, low dark ceiling, tall gray concrete side walls, repeated side-room partition walls/doorways, ceiling beams, and sparse fluorescent fixtures. The player starts near one end of the corridor and faces toward the broadcast/control area. Keep the architecture stark and mostly empty, with cold blue-gray/green-black materials, heavy darkness and exponential fog, restrained shadows, and a cinematic horror presentation. Add subtle full-screen vignette, faint horizontal scanline/grain overlay, and subdued gray-green HUD text. The scene should feel like an abandoned industrial station rather than a decorated modern office.

At the broadcast control alcove around the middle/back of the corridor, place a long dark desk with three old computer/CRT-style screens, an operator chair, a computer rack/system, and visible dark cable trays/cables. Initially the station is unpowered: the HUD status at top right reads “NO CARRIER,” and the objective at bottom left reads “Restore power to the broadcast floor.” When the player approaches the desk and presses E, restore power: change the objective to “The monitors are alive. Find the archive room.”, change the status to “SIGNAL RETURNED,” and make the ceiling fluorescent fixtures visibly glow with a muted blue-green light. The interaction prompt should appear near the lower center as a bordered dark label reading “E  RESTORE POWER.”

Farther down the corridor, create an archive area with a standalone old black CRT television/monitor around the center of the hall. Its screen is a live canvas-like analog display: initially dark with noisy static/snow; after power is restored, it can show a monochrome green-gray archive playback screen with text such as “ARCHIVE // 02:17:04” and “CAMERA 06 / WEST CORRIDOR,” a simple outlined camera frame, and an abstract pale human-like silhouette. When the powered player approaches it and presses E, begin playback: change the objective to “The tape predates the station. Rewind it.”, change status to “PLAYBACK / 1981,” keep/show the tape display, and reveal a tall restrained black humanoid silhouette called the Hollow Man far down the corridor. The creature should be a featureless near-black human form made from a capsule-like torso, small elongated head, thin capsule arms and legs, and barely visible dark eyes; it is not a conventional detailed monster and has no combat behavior or attack system.

While playback is active, if the player walks sufficiently toward the archive (past the deep corridor area), reveal the silhouette closer and update the objective to “You are not alone in the archive. Keep moving.” The archive CRT can intermittently flicker/update its tape image. Pressing E at the archive CRT a second time should rewind it: clear the objective, set the status to “NO CARRIER,” briefly fade the screen fully to black, then restore the tape display and place the Hollow Man farther forward in the corridor, creating a supernatural transition without adding combat.

After playback/rewind, allow the player to continue toward the far end and approach a roof-access door at the end of the station. Pressing E there should set the objective to “The roof transmission array is still warm. Something is behind you.” and position/show the Hollow Man behind the player in the corridor. Include a roof landing beyond the access door with a low parapet and a simple antenna mast with several horizontal arms, but keep the experience focused on exploration and tension. The game has no weapons, health, ammo, score, inventory, or enemy combat; progression is driven by the power, archive playback, rewind, and roof-access interactions.

HUD during play: top left small spaced text “WN-07 / INTERNAL SIGNAL”; top right small spaced status text beginning as “NO CARRIER”; centered 4-pixel pale crosshair; bottom-left current objective; lower-center contextual interaction prompt only when close to an interactable. Use restrained typography (Arial/Helvetica-like), pale gray-green text, dark translucent prompt background, thin muted borders, and no bright colors except the cold desaturated fluorescent glow. The overall visual style is minimalist, realistic low-light industrial horror with film grain, scanlines, fog, vignette, sparse lighting, and a quiet analog-broadcast atmosphere.

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