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Don’t Make a Sound

  • 3d
  • first-person
  • survival-horror
  • stealth
  • horror
  • atmospheric
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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. Neville Calitz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Don’t Make a Sound yet. Play it, then tell Neville Calitz what you would add next.

Make your own game

Don’t Make a Sound was built by Neville Calitz 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 Don’t Make a Sound 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 Don’t Make a Sound

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 “DON’T MAKE A SOUND.” Begin with a dark, polished title/lobby screen over a nearly black blue-gray background. Show the subtitle “A sound-based survival horror experience,” the large stacked title “DON’T / MAKE A / SOUND,” and the premise text “St. Dymphna Hospital is awake. Stay quiet. Find a way out.” Provide wide, outlined dark buttons for SINGLEPLAYER, MULTIPLAYER, MONSTER, SETTINGS, HOW TO PLAY, and EXIT. Include the small control hint: “PC: WASD · mouse look · E interact · Shift sprint · Ctrl crouch · F flashlight.” Settings should expose Easy, Normal, Hard, and Nightmare difficulty choices plus microphone, voice-volume, and close controls; the microphone setting can be displayed as an option but does not need to drive gameplay. The How to Play panel explains exploring the hospital, making less noise than the hunter, using quiet movement/crouching, and that running, objects, and alarms attract the blind monster.

When a play mode is selected, enter a first-person, mouse-look 3D environment. Use WASD movement, mouse look with pointer lock, E to interact, Shift to sprint, Ctrl to crouch, and F to toggle a flashlight. The player begins near the south end of a large enclosed St. Dymphna hospital, in a readable maze-like layout of long corridors and side wings. The hospital is approximately 34 units wide and 44 units long, with dark walls, a dark ceiling, a cold gray-green floor, fog, dim overhead lamps, and sparse pools of bluish light. Add a subtle red emergency glow in some areas. Build the environment visibly from simple hospital props: a reception desk at the north end, a security desk and computer in the east wing, a nurses’ station in the west, waiting-room chairs, lockers, hospital beds with white mattresses and pillows, monitors, crates, papers, signs reading RECEPTION, SECURITY, EMERGENCY, BASEMENT, and OPERATING, and an EMERGENCY EXIT at the far north end. Include a basement/maintenance stair entry on the west side near the south end. The exit is a red door/frame labeled “EMERGENCY EXIT.”

The core mechanic is sound discipline. Display a bottom HUD with an OBJECTIVES list on the left and a NOISE panel on the right. Noise has the states QUIET, MEDIUM, and LOUD, with a horizontal bar and color changes from pale green to yellow to red. Standing still is quiet/no noise; moving produces noise, with normal walking around 18, faster movement around 42, and sprinting around 78. Crouching reduces movement noise to 42% and also slows movement; sprinting is faster and louder. Display flashlight battery percentage, initially 100%, and “FLASHLIGHT ON/OFF”; the flashlight consumes battery over time and shuts off when empty. Display “MIC OFF” in the HUD. Use a tiny glowing crosshair at screen center.

Add one blind monster hunter called the blind monster. It is a dark, ominous humanoid with a capsule-like body, round head, and a narrow glowing red band across the face/eye area. It patrols through the hospital. When the player creates enough noise and is within the difficulty-dependent hearing range, the monster investigates the player’s last noisy position; otherwise it follows a slow roaming patrol path. Hearing range is about 5 units on Easy, 9 on Normal, 13 on Hard, and 20 on Nightmare. The monster moves faster on higher difficulties. If it reaches within about 1.5 units of the player, show a full-screen dark result card saying “YOU WERE CAUGHT” with the text “The hospital went quiet. The thing did not.” and buttons to start another round or return to the lobby.

Implement the exact eight-step progression, shown in the HUD with unchecked boxes, checkmarks for completed steps, and a highlighted current step: (1) Find the security key, (2) Enter the security room, (3) Restore hospital power, (4) Find a fuse in the basement, (5) Activate the emergency system, (6) Find the Emergency Exit Key, (7) Unlock the emergency exit, and (8) Escape through the emergency exit. Interactions are proximity-based and activated with E. The first three security objectives use the east security desk/computer area; interacting advances them in order, with messages “SECURITY KEY FOUND,” “SECURITY ROOM ACCESSED,” and “POWER RESTORED — SOME LIGHTS RETURN,” and power restoration brightens the general hemisphere lighting. Find the basement fuse at the west-side basement entry/stair area near the south end, then activate the emergency system at the reception/emergency desk at the north end. Retrieve the exit key at the east security area, then interact with the red emergency exit to unlock it. Unlocking triggers a bright red alarm, sets noise to maximum, and displays “ALARM: THE MONSTER HEARD YOU.” Finally interact with/approach the exit again to escape.

On winning, show a dark centered result card with “YOU ESCAPED!” and a summary such as “Objectives completed: 8/8 · Noise discipline: excellent” when final noise is below 40, otherwise “survived.” Provide START ANOTHER ROUND and RETURN TO LOBBY buttons. Use a restrained cinematic art direction: black and deep navy background, charcoal hospital architecture, desaturated blue-gray lighting, pale gray-green typography, thin outlined panels, subtle fog, strong shadows, and sparse red emergency lighting. The experience should feel quiet, tense, minimal, and atmospheric rather than action-oriented. The MULTIPLAYER and MONSTER lobby buttons can launch the same playable simulation with their mode label shown in the HUD; multiplayer is presented as a co-op simulation rather than requiring networked players.

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