Arcade › Deadstay Hotel
Find out how to escape the hotel and don't die
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Forest Baker built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Deadstay Hotel yet. Play it, then tell Forest Baker what you would add next.
Deadstay Hotel was built by Forest Baker 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 Deadstay Hotel 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 first-person 3D horror chase game titled “Deadstay Hotel.” The player wakes in a haunted, narrow hotel interior and must find a glowing master key in the reception nook, survive a chase to the elevator, then discover the elevator is a fake escape and run through a newly opened service wing to a red exit door. The ultimate ending is escaping the service wing for now, with the hotel still breathing behind the player; touching either pursuing monster causes a caught/game-over state and prompts the player to restart. Use a dark, low-poly/primitive 3D style viewed through a first-person perspective. The scene should have a nearly black blue-gray background and distance fog, dim moonlike blue directional lighting, warm flickering reception/hall lamps, and a purple glow around the elevator. Build a long hotel corridor extending from the starting lobby toward the back elevator, with dark gray walls, a dark reddish-brown floor, a narrow burgundy carpet runner, low ceiling, muted mauve trim, and creepy rectangular wall paintings/portraits. Include a reception side nook at the starting end on the left, containing a chunky brown reception counter and the hovering gold master key. Include a side guest room on the right with a bed, desk, rounded chair, and brown door. The far end of the main corridor has a framed two-panel elevator door. After the elevator sequence, open its panels dramatically and place the player into a long, darker service corridor with a reddish carpet, exposed gray pipes, several wooden crates, a side service nook, and a large red exit door at the far end framed in mauve trim. Start the player in the main corridor near the reception area at approximately eye height, facing down the hall. Movement is constrained to the corridor, reception nook, guest room, and later service-wing navigation spaces with collision against walls, furniture, and crates. Use a smooth first-person camera with mouse look on desktop and touch look on mobile; clamp vertical look. Support WASD and arrow keys for movement, Shift for sprinting, and on mobile show a left-thumb virtual joystick for movement plus a hint that dragging the right side looks around. Use pointer lock on desktop after entering/restarting, and keep the game full-screen. The first objective HUD panel is fixed in the upper-left and reads “Deadstay Hotel,” followed by the current objective and a status line. Begin with “Find the master key in reception.” and status “Master key: missing.” The key should rotate and bob slightly, and automatically be collected when the player approaches it. On pickup, hide it, show a center message such as “Master key taken. Run!”, update the status to “Master key: grabbed,” and begin the first chase shortly afterward. The objective then becomes “Run to the elevator at the far end.” and, once the hunter is active, “Run. Don’t let Bellhop Blue touch you.” The first enemy is Bellhop Blue, a floating ghost-like concierge/bellhop with a bright blue cap and blue/purple glowing appearance. Keep him initially hidden near the far end of the hotel. When the key is taken, make him appear and pursue the player through navigable spaces at a steady speed, steering around obstacles; if he comes within roughly one player-width, trigger game over. Display a center warning “Bellhop Blue is awake.” and a subtitle/voice line: Bellhop Blue: “No checkout. Not tonight.” Footsteps should play while the player moves, faster while sprinting, and a door-thunk sound should accompany key chase/scare moments. Use browser speech synthesis if available for the named character lines. Add scripted story beats based on player location. When moving out of the starting area, Velvet Veil should whisper “Welcome back to Deadstay Hotel.” If the player enters reception, Mister Check-In should say “Front desk first. The blue one hates stolen keys.” If the player enters the guest room, trigger a portrait scare with a brief full-screen translucent face/flash, camera shake, and Velvet Veil saying “Do not sleep in my room.” During the chase, when reaching the mid-hall, Mister Check-In says “Keep running. The elevator is lying to you.” Near the elevator, trigger a brief hunter-face jumpscare and Bellhop Blue says “No late checkout.” When the player carrying the key reaches the elevator area, do not finish the game. Instead trigger the false escape: slide the elevator doors open, hide Bellhop Blue, teleport/place the player just beyond the elevator into the service wing, activate a second enemy, flash a portrait scare, and show “The service wing opens. Run to the red exit!” The objective changes to “Run through the service wing to the red exit door.” and the HUD status identifies the new hunter as “The Cruncher.” The Cruncher is a larger crude low-poly red/dark-maroon monster made from blocky body and head shapes, with a protruding jaw and visible pale teeth plus glowing red eyes. It starts near the service-wing entrance, becomes active during the false escape, and relentlessly chases the player around the service corridor, side nook, and crates. If it gets close, end the run with a hunter jumpscare and the line The Cruncher: “I found your bones.” In the service corridor, add a Mister Check-In line around the early section: “That thing chews through doors. Use the side nook if you panic.” In the side nook, trigger a short Cruncher face scare and “CRNCH—”. At the far end of the service wing, when the player reaches the red exit door, stop the chase and show the ending center message “You slipped out the red exit. The hotel is still breathing behind you.” Mister Check-In says “You made it outside. Do not come back for your luggage.” Change the objective to “You escaped the service wing... for now.” Provide a restart run button/state that resets player location, enemies, key, doors, story triggers, scares, objectives, and ending state. The start screen should be a dark translucent centered card with the title “Deadstay Hotel,” explanatory text about waking in a haunted hotel, finding the master key, running for the elevator, and trying to survive, plus the cast names Bellhop Blue, Mister Check-In, Velvet Veil, and The Cruncher. Include buttons “Enter the hotel” and “Restart run.” The screen should use understated white text, red primary button, gray secondary button, thin translucent borders, and strong dark shadows. During play, use subtle translucent HUD panels, center objective messages, bottom subtitle boxes with speaker quotes, screen flashes, camera shake, and brief face-plane jumpscares rather than gore. Keep the tone tense, sparse, and atmospheric, with flickering lights, fog, footsteps, door thunks, floating/animated helper props, and named subtitle dialogue driving the pacing.