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Eek Mansion

  • 3d
  • first-person
  • survival-horror
  • mascot-horror
  • stealth
  • mobile
  • timed-survival
0
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About Eek Mansion

Survive five nights inside Eek Mansion, using your flashlight, map, and stamina items while a different animatronic hunts you each night. Unlock lore, character pages, and jumpscare replays as you uncover the mansion’s clock-tower secrets.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. SIMPLEANGELALT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Eek Mansion was built by SIMPLEANGELALT 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 Eek Mansion 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 Eek Mansion

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.

Recreate “Eek Mansion,” a local single-player first-person 3D survival-horror prototype. The player is Lila Crane, who receives a silver invitation in her mailbox: “Eek Mansion. Five nights. Come alone.” The goal is to survive five timed nights inside a dark haunted mansion until dawn, with each night adding another hostile animatronic while retaining the earlier ones. Use an original low-poly haunted-mansion aesthetic with CC0-style assets: dark purple/brown walls and rugs, candlelit rooms, red front door, mailbox and car outside, moonlight, fog, a soft warm player-vision light, and a stronger cone flashlight. Keep the scene dark but readable rather than pitch-black.

Use a first-person camera at approximately head height in a mansion layout divided into Foyer, Hall, Dining Room, Gallery, Library, Kitchen, Study, Cellar, Conservatory, and an exterior Porch. Build broad walkable mansion bounds with real physical wall colliders and door gaps between rooms. Furnish the rooms with low-poly long tables, chairs, lit candles and warm candle point lights. Place collectible pickups around the mansion: two food items and two drinks, represented by simple glowing low-poly objects. The player begins near the foyer with one food and one drink; pickups are collected automatically by walking close to them and disappear.

Implement the five-night progression and timers: Night 1 lasts 55 seconds and features Whisk the Cat; Night 2 lasts 55 seconds and has Whisk plus Clatter the Butler; Night 3 has Whisk, Clatter and Howl the Wolf; Night 4 adds Flicker the Candle; Night 5 lasts 70 seconds and adds Eek the Overlord boss. On each night spawn the active animatronics in their associated rooms: Whisk in the Gallery, Clatter in the Study, Howl in the Conservatory, Flicker in the Kitchen, and Eek in the Cellar. They navigate toward Lila through the mansion, respect wall collisions, rotate toward her, and use visible animation states for idle, walking, chasing/running, stunned, caught and attack. Use distinct model silhouettes/assets: cat, mechanical butler/robot, wolf, ghost/candle-like apparition, and a large demon boss.

Give every animatronic a specific counterplay weakness that the player must learn and use while facing the correct enemy: Whisk is stunned by using a drink/water splash while aiming at it at close range; flashlight beam only repels/slows Whisk. Clatter is stunned by keeping the flashlight beam aimed at it for a sustained duration. Howl is stunned by using food as bait while aiming at it nearby; otherwise Howl becomes faster when Lila sprints. Flicker is stunned by looking at it with the flashlight turned off; Flicker also periodically teleports between rooms. Eek is stunned only by holding the map open while simultaneously aiming the flashlight beam at it. Show a weakness progress message while a weakness is being applied, then show that the animatronic is stunned for a short duration. Contact with a threat normally causes a character-specific attack/jumpscare; a one-use temporary ward from drink pickups can block one catch and stagger the attacking animatronic.

Make the enemy behavior tense and readable: threats speak synthetic voice lines for introductions, nearby danger, walking/chasing, stun reactions, caught lines and attacks, displayed as a threat cue near the top of the screen and optionally spoken with browser speech synthesis. Use threat-specific movement behavior: Whisk stalks and is repelled by the beam, Clatter periodically performs straight charging bursts, Howl accelerates when Lila sprints, Flicker teleports and moves differently depending on flashlight state, and Eek gradually grows faster as the night timer advances and periodically pulls closer with a mansion-bending pulse. When one animatronic is stunned, surviving animatronics can become enraged and speed up, while Lila receives a temporary adrenaline stamina boost. With multiple enemies alive, occasionally display team planning lines; if two animatronics reach Lila together, trigger a special two-enemy approach/charge scene before the jumpscare.

The player movement must support keyboard/mouse and touch. Keyboard: WASD or arrow keys move, Shift sprints, F toggles the flashlight, M toggles the mansion map, E consumes food, R consumes drink, and Escape closes the map. Mouse click engages pointer lock; mouse movement looks around. On mobile, provide a large left virtual joystick with a deadzone and smoothed input; pushing up moves forward in the direction the camera is facing. Drag on the right side of the screen to look. Provide buttons for Flash, Sprint, Map, Eat and Drink. Sprinting is faster but drains the stamina meter quickly; walking or standing restores stamina, with temporary boosts from food/drinks and stunned-enemy adrenaline. Food normally restores a moderate amount of stamina and drink restores more, while the counterplay uses consume the item instead of merely restoring stamina.

HUD: place compact dark translucent gold-edged badges at the top showing “Night N,” a purple-to-gold Stamina bar, “Food N · Drink N,” and the remaining dawn timer. Show a center crosshair, a bottom instructional/status hint, and a top threat-cue text line for enemy warnings and weakness progress. The map is a toggleable translucent panel in the upper-right/side with a 3x3 labeled grid for Dining, Gallery, Library, Kitchen, Foyer, Study, Cellar, Hall and Conservatory. Highlight Lila’s current room in gold and active animatronic rooms with a pulsing red treatment; include a status line naming the current room and each active threat’s room. Eek’s weakness explicitly requires this map to remain open while beaming him.

Start at a polished main menu titled “Eek Mansion,” with the subtitle “A five-night first-person survival horror inside a haunted mansion.” Include New Game, How to Play, Jumpscares, Lore, Settings, Gallery, and Skip Cutscene actions. How to Play explains Lila, exploration, flashlight, map, stamina, pickups, and controls. Lore presents the mailbox invitation and the story that the mansion was once a private showplace where animatronics performed until the house locked itself. Gallery lists the five nights and their animatronics. Settings includes Brightness and Look Sensitivity sliders. Jumpscares presents preview buttons for Whisk, Clatter, Howl, Flicker and Eek using the attack voice/static flow. These are menu information panels and previews; do not require an online backend or multiplayer.

New Game plays a short first-person opening sequence with timed text panels: Mailbox—Lila opens the mailbox and finds the silver invitation; The Drive—rain, the car and the mansion beyond trees with one lit upper window; Eek Mansion—the front door unlocks itself and the survival premise is introduced. Include a Skip Cutscene button/action that goes directly to Night 1. Between nights, play an echoed Westminster-style bell sequence at about 80 BPM and show a “Night N survived” panel explaining the next animatronic. After surviving Night 5, show “You survived Eek Mansion” and the dawn/invitation-ending text.

When caught, freeze normal play, show a close-up animated lunge using the actual enemy model and a red-black “WHISK,” “CLATTER,” “HOWL,” “FLICKER,” or “EEK” label, with a character-specific loud synthetic jumpscare burst. Follow it with a brief noisy black-and-white static screen reading “SIGNAL LOST,” then show a game-over panel such as “WHISK GOT YOU,” the death line, and a “Restart Night” button. Animate Flicker with flickering visibility, make Eek loom especially large, and give each enemy a distinct lunge motion. Use quiet-first audio: carpet footsteps while moving, UI tones, flashlight toggle tones, threat thuds, candle/cue sounds, synthesized character speech, character-specific attack bursts, static noise, and the echoed survival bells. Keep the visual style original mascot-horror/low-poly and avoid copyrighted franchise assets.

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