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Arcade › Echoes of the Backrooms
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ibrahim Almurasil built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Echoes of the Backrooms yet. Play it, then tell Ibrahim Almurasil what you would add next.
Echoes of the Backrooms was built by Ibrahim Almurasil 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 the Backrooms 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 browser-based first-person 3D survival-horror game titled “Echoes of the Backrooms.” Use a Three.js-style WebGL renderer with a 74-degree perspective camera and mouse-look FPS controls. The player is an invisible first-person avatar starting inside a large rectangular yellow-beige maze/lobby, initially around the east side of the room. Support WASD movement, mouse look, Shift to sprint, F to toggle the flashlight, and E to interact with nearby keycards. Sprinting should consume stamina and normal movement should let it recover; the player should not be able to simply move indefinitely at sprint speed. Build the environment as a 40-by-40 enclosed Backrooms-like interior: stained yellow wallpaper walls with procedural mottled texture, damp dark-brown carpet, a dull stained ceiling, dark brown trim/baseboards, and a grid of narrow ceiling beams. Add many pale fluorescent ceiling panels that glow warm white/yellow and provide the main ambient illumination. Arrange the outer walls and several interior walls as a simple maze with corridors and dead ends. Include a handful of environmental props such as barrels and pipe bundles placed around the maze, using low-poly realistic zombie-apocalypse-kit-style assets if available. Render with warm, dirty lighting, shadows, fog fading into the distance, a dark vignette around the screen, and a subtle horror atmosphere. At the beginning of each new run, randomize the locations of exactly three bright cyan/blue glowing keycards by choosing three positions from several fixed spots around the maze. Keycards lie flat near floor level and can be collected by pressing E when within roughly two meters. The objective starts as “Find 3 keycards: 0/3” and updates as cards are collected; after all three are collected, change the objective text to “EXIT OPEN — FIND THE RED DOOR” (the current implementation does not visibly construct a red door, so preserve the objective state/text without adding an unverified door or extra exit mechanic). Reset/restart must reshuffle the cards and restore the initial player/resources state. Add one hostile animated humanoid zombie enemy called the Howler. Spawn it at a randomized point along the left or right side of the maze, load a basic walking animation, and have it pursue the player when within about nine meters by facing toward and slowly lerping toward them. If it gets within about 1.35 meters, end the run with the message “The Howler found the sound of your sprint.” The enemy should cast shadows and be visibly recognizable as a zombie, but do not add attacks or other enemy types. Implement the resource and danger systems shown by the HUD. Start each run with SANITY 100, STAMINA 100, and FLASHLIGHT 100%. The flashlight is a warm white/yellow spotlight attached to the camera, with a limited range and cone; it starts on and can be toggled with F. While on, it drains the battery over roughly three minutes; it becomes unavailable when the battery reaches zero. Sanity gradually increases while the flashlight is on and the enemy is not nearby, but drops rapidly whenever the flashlight is off/dead or the enemy is within six meters. Clamp sanity and battery between zero and 100. When sanity is below 30, show a translucent flickering/static scanline overlay. Keep the flashlight and its battery bar synchronized with the state. Create a fixed HUD over the 3D view in muted cream/gold typography with a dark text shadow: top-left SANITY with numeric value and gold bar, then STAMINA with a green bar; top-right “LEVEL 0 · THE LOBBY,” “FLASHLIGHT” with percentage and a pale bar, and the current objective. Put a small plus-shaped crosshair at screen center. Along the bottom-left show “WASD move · Mouse look · Shift sprint · F flashlight · E interact.” Add a strong black vignette around the viewport and show static only when sanity is low (and strongly on death). Before gameplay, show a centered dark brown/black modal menu over a warm radial-lit, blurred/dimmed-looking scene. Give it a thin gold border, shadow, gold uppercase letter-spaced heading “ECHOES OF THE BACKROOMS,” subtitle “RNG & REALISTIC EDITION,” and the description “A browser survival-horror slice. Find the randomized keycards, keep your flashlight alive, and reach the exit before the halls notice you.” Include full-width gold-bordered dark buttons for START GAME and CONTROLS. START GAME hides the menu and begins the randomized run; CONTROLS displays the exact control reminder “WASD move · mouse look · Shift sprint · F flashlight · E interact.” When the player dies, stop gameplay and show a matching centered modal titled “YOU DID NOT SURVIVE,” the death reason, and a “RESTART LEVEL” button. Preserve the restrained sepia/yellow Backrooms palette, realistic low-poly 3D presentation, fog, lighting, and survival-horror UI style shown in the reference.