Appearance
Arcade › Drainlight
Search a changing sewer maze for the exit ladder while something stalks the tunnels. Splash through dark water, track explored paths on the minimap, grab the hidden blaster, and spend your 3 shots carefully.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kellen Shaw built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Drainlight yet. Play it, then tell Kellen Shaw what you would add next.
Drainlight was built by Kellen Shaw 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 Drainlight 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 horror survival maze game called "Drainlight" set in a procedurally generated sewer.
**Camera & Perspective:** First-person view at eye height (approximately 1.42 units above ground). The camera includes a subtle breathing animation (vertical bob). A bright green-tinted spotlight flashlight emanates from the player position, illuminating the dark tunnels ahead with fog falloff.
**Setting & Art Style:** Dark, atmospheric sewer tunnels with rounded ceiling architecture. Walls are dark teal concrete (#21473d) forming a grid-based maze 13x15 cells, each cell 3.2 units. Floors are darker concrete with shin-deep murky teal water (#123a34, semi-transparent) covering them. Rounded ceiling pipes (dark metallic, every 3rd wall cell) and single-piece rounded trims run along tunnel intersections. Thick exponential fog (dark green-black #06110f) limits visibility. Green sewer lamps (glowing sphere fixtures with point lights, ~11 scattered) provide ambient lighting. The exit is marked by a prominent ladder model with bright green glow lighting (#a6ffc0 point light, intensity 5.2). Glowing cyan-teal fish swim in lazy circular patterns in the water (7 fish, simple geometry with emissive material). Graffiti-style wall markings in two types: bright green "EXIT →" directional signs pointing toward the ladder (procedurally placed to guide through the generated maze), and creepy horror text in pale green ("NO WAY OUT", "IT WATCHES", "DRIP DRIP", etc.) on random walls.
**Player & Controls:**
- Movement: WASD keys (W=forward, S=back, A=strafe left, D=strafe right) at 4.1 units/sec. Mobile shows on-screen joystick (bottom-left, translucent green circle).
- Camera look: Arrow keys (Left/Right) rotate yaw at ~2.45 rad/sec, or drag pointer across screen for mouse-look.
- The player has a 0.42 unit radius collision capsule preventing wall penetration.
- Footstep sounds (concrete) every 0.30sec when moving, plus water splash sounds every 0.55sec.
**Maze Generation:** Each playthrough generates a new maze using recursive backtracking starting from cell [1,1], then cuts 9 additional random walls to create loops. Start is marked 'S' at [1,1], exit 'E' placed at the farthest cell from start.
**Monster AI - Cthulhu Model:**
- 3D animated Cthulhu creature (Quaternius model, 2.3x scale, flying animation loop).
- Two modes: **Roam** (patrol waypoints at 1.75 speed) and **Chase** (pursue player at 3.45 speed).
- Vision: 72-degree cone in roam mode, detects player up to 12.5 units with line-of-sight raycasting. Once spotted, switches to chase mode and shows red warning banner "IT SAW YOU" across top-center of screen.
- Chase persists until 1.15 seconds after line-of-sight breaks (encourages ducking around corners).
- Pathfinds through maze using BFS, recalculates path every 0.55sec in roam, 0.25sec in chase.
- Ambient growls play periodically (every 6.5sec when roaming, 3.1sec when chasing), audible within 11 units.
- Catches player on contact (< 1.05 units), triggering "Caught" game over screen.
- Always visible as red dot on minimap even in unexplored areas.
**Minimap (Top-Right):**
- 150x150px canvas showing grid representation.
- Only explored cells visible (fog-of-war: cells become visible when player is within 1 cell).
- Player shown as white dot, monster as orange dot (roam) or red dot (chase).
- Dark background with bright green explored tiles.
**Blaster Weapon Pickup:**
- Spawns in random open cell 7+ cells from start (Kenney Blaster-B model, 2.1x scale, cyan glow light).
- "Press Q to grab it" prompt appears when within ~3.4 units.
- Provides exactly 3 shots. Press P to fire.
- Shooting creates cyan beam visual (14 units long, 90ms duration) from player eye position along look direction.
- Kills monster on hit if within 35-degree aiming cone and line-of-sight clear, removing it from world.
- Ammo counter shows in top-right meter panel: "Blaster 3/3" → "Blaster 0/3".
**HUD Elements:**
- Top-left: Title "Drainlight" in creepy Creepster font with green glow, plus objective text "Find the ladder while a roaming monster hunts the sewer. If it sees you, break line of sight."
- Top-right panel: Meter showing "Find the ladder" or "Blaster X/3" if picked up, or "Hide now" during chase.
- Top-right: Pause button and minimap (150x150).
- Red warning banner appears center-top when monster spots player: "IT SAW YOU - TURN CORNERS TO BREAK LINE OF SIGHT"
- Mobile: Touch joystick visible bottom-left (green translucent).
- End screens: "Caught" (red title) or "Escaped" (shown when reaching ladder within 1.25 units).
**Win/Lose Conditions:**
- **Escape:** Reach the ladder (glowing green at exit cell). Triggers "Escaped" ending: "You climbed the ladder back to the surface before the thing found you."
- **Caught:** Monster touches player. Shows "Caught" ending with red title.
- **Reset:** Press R or click "Try again" to regenerate maze and restart.
**Lighting:**
- Scene fog with exponential density 0.052.
- Hemisphere light (dim teal/dark green).
- Directional "moon" light (pale green-blue #94d5b5, casts shadows).
- Player flashlight (green-white spotlight, 9.5 intensity, flickers/pulses to 11.5 when monster chases).
- Exit green glow (point light).
- Scattered green sewer lamps (11 point lights, 1.65 intensity each).
- Blaster pickup cyan glow (point light).
- ACES Filmic tone mapping, exposure 1.22.
**Audio:**
- Concrete footsteps (Kenney, pitched 0.82-1.04).
- Water splashes for walking and fish movement (generated SFX, pitched 0.85-1.10).
- Monster growls (generated, volume varies by mode).
- Blaster shot sound (generated, cyan energy weapon sound).
**Special Behaviors:**
- Fish circle slowly in water with sine-wave motion, occasionally trigger splash sounds.
- Flashlight intensity pulses dramatically when monster is chasing (creates tension).
- Wall graffiti dynamically placed: green EXIT arrows actually pathfind to the ladder, pointing the correct direction at each junction.
- Pause with Escape key or button (grays out screen, shows "Paused" in large creepy font).
- Minimap updates in real-time showing visited cells as green squares, player position as white dot, monster as colored dot.