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Echoes of Betrayal

  • 3d
  • first-person
  • shooter
  • horror
  • cinematic
  • industrial
  • survival
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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. Sebas247 built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Echoes of Betrayal was built by Sebas247 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 Echoes of Betrayal 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 Echoes of Betrayal

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 short, replayable first-person Three.js-style cinematic survival shooter sequence titled “Echoes of Betrayal.” Use a perspective FPS camera with mouse-look/pointer lock and keyboard movement (WASD/standard FPS controls); there is no jumping (jump speed 0), and movement is approximately 3.8 units/sec. The player starts at eye height around (0, 1.65, 3.5), facing down a dark industrial corridor, with a compact black/olive tactical rifle visible in the lower-right foreground. Left mouse fires at a roughly 180 ms cadence using a center-screen raycast; show a brief warm muzzle flash, recoil, handheld camera shake, gunshot sound, and subtle weapon breathing bob. Press R to reset the entire 12-second sequence.

Build the environment as a very dark, abandoned industrial complex: a large charcoal metal floor, rusty-brown structural walls forming a corridor, tall side walls, a back wall, scattered dark crates, and overhead/diagonal gray metal pipes and beams. Enclose the area with walls around x approximately -9 and +9 and a rear wall around z=-18. Use low-key cinematic lighting: almost-black background, dense blue-black fog, faint cool hemisphere/directional light, and several orange emergency point lights that flicker irregularly from fixtures mounted above the corridor. The view should feel claustrophobic and highly shadowed, with soft shadows, a dark vignette around the edges, and fine film-grain overlay.

Place three low-poly tactical teammates in the corridor. They are simplified soldiers made from dark green/gray geometric forms: faceted cylindrical vest/body, sphere head, helmet, angled cylinder arms, and a small black weapon. Two are ahead at roughly (-2.2,-7.5) and (2.8,-9), named Alpha-2 and Charlie-1; a close teammate named Bravo-3 begins behind the player around (0.6,2.8). The player is intentionally expected to turn around and panic-fire: when the player looks generally backward during the second phase, display “OPEN FIRE!” and allow a shot to hit Bravo-3. A teammate hit should subtract 95 health, mark that teammate dead, create a red blood-splatter overlay, play a gasp, shake the camera strongly, and animate the soldier staggering/collapsing to the ground. Display the red warning shout “BRAVO-3 DOWN — FRIENDLY FIRE!”

After the friendly-fire moment, spawn four distorted pale hostile creatures around the player, at approximately (-5.5,1), (6,3.5), (1.5,-6), and (-3,-4.5). Each should be a tall, unnaturally thin low-poly humanoid with a pale gray-beige tapered body, very long twisted arms, elongated faceted head, and two small glowing mint-green eyes with a subtle green point-light glow. Give each 38 health; centered rifle hits do 28 damage, and dead creatures disappear shortly afterward. Living creatures continuously move toward the player at roughly 1.5–2.15 units/sec, face the player, and bob slightly. Announce “CONTACT! MULTIPLE HOSTILES!”, later “REGROUP! REGROUP!”, and finally “FALL BACK! THEY ARE EVERYWHERE!” as the chaos phase begins. Use low, tense procedural audio cues: metallic industrial noise at the behind-you event, heavy breathing periodically, a low creature growl on spawn, gunshots, gasps, and camera shake; audio can begin after the first click/key interaction.

The sequence runs automatically without a conventional health/ammo HUD. Overlay a small pale circular crosshair with horizontal and vertical center lines, a top-center timer reading “00:00 / 00:12” and advancing to 12 seconds, centered yellow narrative prompts near the bottom, and centered red shout text above them. Use a transparent 2D canvas for fading dark-red blood droplets/splats across the view. At about 1.2 seconds show “ADVANCE THROUGH THE COMPLEX.” At 4.2 seconds transition to a metallic-noise phase with “METALLIC NOISE — BEHIND YOU” and a small shake; at 5.8 seconds show “SPIN AROUND — PANIC FIRE,” then detect the player facing backward and show “OPEN FIRE!” until the friendly-fire hit. If the player does not shoot the teammate, still automatically spawn the creatures by about 8.5 seconds; after 10.5 seconds enter chaos. At 12 seconds stop the cinematic sequence, show “CUT — SEQUENCE COMPLETE,” and shortly afterward show “Press R to replay the sequence.” Keep the look grounded in the visible/code-supported style: primitive low-poly geometry, oppressive near-black industrial scenery, rusty metal, orange emergency flicker, fog, green monster eyes, blood overlay, and a tense found-footage/action-horror presentation.

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