Appearance
Arcade › Deepwatch
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Albert Brownlee built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Deepwatch yet. Play it, then tell Albert Brownlee what you would add next.
Deepwatch was built by Albert Brownlee 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 Deepwatch 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 first-person 3D survival-horror game titled “Deepwatch,” set in a long, dark mine shaft/tunnel. The player is stationary at the near end of the tunnel, viewing forward from roughly eye height; there is no walking or movement system, only aiming the view. Render a narrow rectangular tunnel with a nearly black-blue background and fog fading into darkness, a rough charcoal-gray floor, dark gray side walls, and scattered angular rocks along both edges receding into the distance. Add very subtle cool ambient illumination, while the main illumination is a pale blue-white flashlight spotlight originating at the camera and forming a visible cone into the tunnel. Include a small lantern-like prop at the player’s position if possible, with a dim blue emissive glow. Keep the overall style minimal, atmospheric, low-light, and sci-fi interface-like, with cyan-blue HUD accents and red creature highlights. At launch, show a full-screen dark radial-gradient introduction overlay with a centered rounded rectangular panel. The panel has a thin cyan border and faint blue glow, the large widely letter-spaced title “DEEPWATCH,” explanatory text reading: “You’re alone in a mine shaft. The radar finds what the dark hides. Aim your flashlight at the creatures before they reach you — the battery drains while the beam is on.”, and a prominent button labeled “ENTER THE SHAFT.” Clicking it hides the overlay and starts the encounter. Core gameplay: periodically spawn up to seven hostile humanoid tunnel creatures far ahead, at random horizontal positions across the tunnel and random depths approximately 24–36 meters away. They steadily move toward the camera at different speeds around 1.4–2.2 units per second. Model each as a simple dark crimson/red capsule-like body with a darker red-black emissive material, two tiny glowing orange-red eyes, and two thin arms. The player must aim the flashlight/view directly at each creature and keep it inside the beam. A creature counts as illuminated when it is within roughly 25 meters and close to the camera forward direction (a narrow cone, about a .93 direction-dot threshold). While continuously lit, build up its exposure for about 1.1 seconds, then remove it and increment the “CREATURES STOPPED” score. If it leaves the beam before that, exposure should slowly decay. Creatures that reach the player (around the near end of the shaft) are removed and drain 12 battery points; if the battery reaches zero, end the game with the warning “THE SHAFT WENT DARK.” Do not add weapons, pickups, player health, levels, or free movement; the actual loss resource is the battery. The flashlight starts on and has 100% battery. While it is on, drain battery at 2.5 percentage points per second. When it reaches zero, automatically switch the flashlight off. Provide a toggle button labeled “FLASH” and also let the Space key toggle it. A flashlight-off state removes the spotlight, but creatures continue approaching. Let the player aim by dragging on the 3D canvas: horizontal drag rotates left/right and vertical drag adjusts pitch with limited bounds. Also provide touch-friendly buttons at the bottom center labeled “◀ AIM,” “FLASH,” and “AIM ▶”; the aim buttons make small horizontal yaw nudges. Support ArrowLeft and ArrowRight for the same small aim adjustments. Place a small pale cyan circular reticle at screen center. Build the HUD as fixed overlays over the 3D view. At top left, use a translucent dark rounded panel showing “BATTERY” and a large percentage value, then “THREAT” and either “CLEAR” or “CLOSE”; threat is CLOSE whenever any creature is near the player, otherwise CLEAR. At top right, show “DEPTH TUNNEL 07,” a large numeric score, and “CREATURES STOPPED.” At the upper center, show the warning “KEEP THE BEAM ON THEM” in glowing orange-red whenever any creature is currently illuminated, otherwise hide it. In the lower-right corner, place a translucent rounded radar panel titled “RADAR // 30M.” Draw a cyan semicircular radar sweep/grid with the player represented by a small cyan mark at the bottom center and approaching creatures represented by red dots positioned according to horizontal offset and forward distance; clamp dots to the radar bounds. In the lower-left, show the instruction “Drag to aim • Shine the beam on the red signals.” Use responsive full-screen presentation with touch input support, dark translucent HUD panels, thin cyan borders, blue/cyan text, amber battery value, and red-orange warnings/creatures. The camera should use a moderately wide first-person perspective and fog so distant tunnel geometry and monsters disappear into darkness. The experience should emphasize conserving the flashlight battery while tracking red signals on the radar and aiming the beam accurately before creatures reach the player.