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Deep Descent

  • 3d
  • first-person
  • horror
  • exploration
  • survival
  • underwater
  • arcade
0
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Idkwhattoputhere Sameforthis built it with Cinevva, so it works on a phone or a tablet too.

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Deep Descent was built by Idkwhattoputhere Sameforthis 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 Deep Descent 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 Deep Descent

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 3D horror exploration game titled "Deep Descent". The player wakes inside a wrecked research ship buried on the ocean floor and must recover three glowing power cells, then return to the stern lift pad before oxygen runs out. Use a low-poly, stylized sci-fi/submerged-ship aesthetic: dark blue-green steel corridors, heavy fog and darkness, emergency red lights that subtly flicker, a cold blue abyss glow visible through the observation area, floating bubbles outside, and a distant wreck silhouette. Include modeled environmental props such as overhead pipes, computer terminals, crates, a blood stain near the observation window, and the exterior wreck; use comparable low-poly game assets if available. The scene is a navigable 3D interior built around a long central corridor running from the stern at approximately the player start to the forward observation deck, with two side bays branching off at different points. The player starts near the stern at the rear lift area, in first-person view at roughly eye height, facing down the corridor. Build solid walls, floor, ceiling, bulkheads, side rooms, corridor frames, and collision so the player cannot leave the ship. At the forward end, include a large observation window with a rounded metal frame looking into the dark ocean; show a dim blue backdrop, bubbles, and occasional faint cyan eyes in the abyss that become visible after power is restored or when oxygen is low. Place exactly three collectible power cells: one glowing cyan cell on a pedestal in the left side bay, one glowing green/cyan cell on a pedestal in the right side bay, and one glowing violet cell on a pedestal in the forward observation deck. Each cell should be a small floating/spinning faceted crystal or power core with a halo light, and automatically collect when the player comes within about 1.2 meters. Hide the cell once collected and update the objective counter. The player has an oxygen resource starting at 100 that drains continuously at about 1.55 units per second only after the dive begins; show it in a top-right HUD card labeled OXYGEN with a rounded horizontal bar, changing from turquoise to pale red/white when below 30%. If oxygen reaches zero, end the run. The HUD also has a top-left translucent dark rounded panel with uppercase objective text: initially "Power cells recovered: 0/3 — sweep the ship and survive"; after all cells, show "Lift powered — return to the dive pad at the stern airlock"; on success show "Lift engaged — you made it out alive"; on failure show "Signal lost — restart the dive". Show a faint central plus crosshair on desktop, a bottom-center rounded message pill for contextual alerts, a dark red/black vignette and subtle horizontal scanline/glitch overlay that intensify as oxygen drops or danger rises. At startup, show a centered translucent intro card titled DEEP DESCENT with the story text about the buried research ship, failing emergency power, groaning hull, and something drowned moving in the dark; explain that the player must find three power cells, restart the lift, and return before oxygen runs out. Include a "Begin Descent" button and controls help: desktop WASD/arrow keys to move, mouse to look, Shift to run; mobile uses an on-screen left thumbstick and drag-look. Starting the dive hides the intro, starts the oxygen countdown, and displays "Find the three power cells and restore the lift." When the first cell is collected, activate a drowned crewman stalker at the far observation end and display "A drowned crewman heard the power kick back on." The enemy should be a dark blue-green drowned/zombie humanoid with glowing pale cyan eyes, preferably an animated low-poly zombie model with idle and run animations, or a simple fallback humanoid if assets fail. It continuously homes directly toward the player's ground position, moves at about 1.15 + 0.32 per collected cell, and gains a small additional speed boost when oxygen is below 40; it should visibly run when farther than 1.4 meters and idle close up. If it reaches within roughly 1.1 meters, the player loses with "The drowned crew reached you in the dark." Make the enemy's proximity cause a brightening danger flash/vignette. After all three cells are collected, brighten the stern lift door/pad: use a green emissive lift-door glow, a glowing floor ring, and a green point light, and show "Lift powered. Get back to the stern pad." The player wins by returning within about 1.35 meters of the stern lift pad, triggering an end overlay titled "You Escaped" with text about the emergency lift carrying them through the pressure locks and a "Dive Again" button. On death, show a "Signal Lost" overlay with restart text and a "Restart Dive" button. Support restarting with all three cells restored, oxygen reset to 100, enemy deactivated and reset to the forward observation deck, player reset to the stern start, and lift lighting returned to its dim state. Use a 72-degree perspective camera, dark blue-black background, exponential underwater fog, soft shadows, subtle tone mapping, and a flashlight/spotlight attached to the camera that illuminates the corridor ahead with a cold pale blue beam and slight flicker. Add a low ominous underwater drone after the dive starts plus metallic confirmation audio on pickups and a heavy metallic impact on death if audio is available. Keep the experience tense, sparse, and atmospheric rather than combat-focused: there are no weapons, attacks, jumping, or other inventory systems; the only core actions are navigating, collecting cells, avoiding the pursuer, and escaping.

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