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Arcade › Deep Quest
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Deep Quest yet. Play it, then tell Oleg Sidorkin what you would add next.
Deep Quest was built by Oleg Sidorkin 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 Quest 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 compact third-person low-poly dark-fantasy exploration game titled “Deep Quest,” set in a haunted forest clearing leading to a sealed cave. Use a fixed, slightly elevated over-the-shoulder camera behind the player, looking down a long worn brown path; the visible world should be very dark blue-green with fog, sparse warm torchlight, and a silhouetted forest. Build the environment from simple low-poly/procedural geometry and Kenney-style assets: a large mossy circular ground, a broad worn path, dark cone-shaped pine trees around the perimeter, blocky moss rocks, scattered upright gray rune stones, two warm torch posts, shrine stones, crystals, and a blocky adventurer model. Place Elder Nara at a broken shrine near the far end of the initial forest path, represented by a simple robed blue-gray figure with a pale head and staff. Place two optional chests in the forest, one near the path and one off to the side. At the back, create a sealed cave entrance as a wide black rectangular door framed by five tall monoliths; beyond it is a darker cave/threshold area containing glowing blue crystals and the floating Echo: a bright cyan faceted core with a rotating ring/halo and blue point light. Make crystals visibly glow and bob/rotate. Use dark blue-black fog, subdued green ground, brown path, gray stones, and gold UI accents; the screenshot’s mood is dim, shadowy, and atmospheric rather than bright or realistic. The player starts at approximately the near end of the path and moves freely in the horizontal plane with WASD or arrow keys, or a mobile virtual joystick. Use collision against trees, rocks, rune stones, crystal clusters, and the sealed gate, with a boundary around the clearing. The camera follows smoothly and aims slightly ahead of the player. There is no combat or wandering enemy system. The game is an interaction-driven story quest: show a top HUD with the current quest title/instruction and stat pills for health (starting 5/5), relics (0/3), Bond, and Depth. Show a contextual “E / Interact” prompt when close to an interactive object. Support E or Space, an on-screen Interact button, and a Journal button; on mobile show a large left virtual stick and stacked Interact, Journal, and Restart buttons. Quest flow: begin with “A voice in ruin”: find and talk to Elder Nara. Her first branching dialogue explains that the sibling passed the gate and that three honest memory lights are needed. The player can ask about the lights, or promise to bring the sibling back; the promise increases Bond by 1. Then the quest becomes collecting three hidden-ish glowing memory relics placed at distinct locations: Root Memory in a root-themed clearing to the left, Stone Memory in a moonwell/stone clearing to the right, and Depth Memory beyond the sealed gate. Each relic can be collected once, disappears when collected, increases the relic counter, adds a lore entry to the journal, and changes one narrative stat: Root increases Bond, Stone increases Wisdom, Depth increases Shadow. Do not allow the Depth relic to be collected before the gate is opened. The player may also open two optional chests, receiving story items “Lantern of Patient Light” and “Mercy Knife”; the knife increases Bond, while the lantern records a story item without inventing a combat mechanic. After all three relics are collected, return to Nara and present three choices for opening the sealed gate: courage, wisdom, or shadow. Courage costs one health (never below 1) and records that blood was paid; Wisdom adds 2 Wisdom; Shadow adds 2 Shadow. The gate becomes visibly open by hiding/removing the black door and increasing its blue light. The quest advances to entering the deep cave. Once inside, approach the Echo. The Echo’s dialogue says the sibling and the village’s buried fears are both present, with wording that changes depending on Shadow. Then offer exactly three ending choices: “Rescue my sibling,” “Take the Echo’s power,” and “Release every trapped voice.” Resolve the ending based on the selected choice and accumulated stats: rescue is more hopeful when Bond is at least 2, power is stronger when Shadow is at least 3, and release is more hopeful when Wisdom is at least 2; otherwise use darker variants. Mark the quest complete, add the ending text to the journal, and display it prominently as a temporary message. Include dialogue choice panels with speaker name and lore text, and a scrollable journal that records the opening premise, relic lore, chest discoveries, gate choice, and ending. Include a restart button that reloads/resets the game. Expose optional getGameState/setGameState hooks for debugging, but do not show debug overlays.