Arcade › Endless Backrooms
ahh game where a monster chases you
Click the game above and it runs right here in your browser. No download, no installer, no account needed. agostino.murphypl built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Endless Backrooms yet. Play it, then tell agostino.murphypl what you would add next.
Endless Backrooms was built by agostino.murphypl 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 Endless 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 first-person 3D atmospheric survival-horror game titled “Endless Backrooms.” The player explores an apparently endless procedurally generated maze of square 4m x 4m carpeted rooms/corridors. Use a perspective FPS camera with a tiny glowing circular crosshair at screen center. Let the player move with standard FPS controls (WASD/keyboard movement, mouse look), run, and jump; movement should feel like walking through connected rooms, with collision against the walls and a low ceiling. The player begins at the center of the generated space and the world continuously builds a large radius of chunks around the player as they travel, so there is no visible level end. Build the environment from simple low-poly box geometry. Each chunk has a warm dull tan/brown floor, a pale yellow-beige ceiling around 3.35m high, dark brown ceiling trim beams around the room edges, and randomly placed openings or solid partition walls on the north and east sides. Use deterministic coordinate-based randomness so chunks have varied layouts but remain stable as they are generated. Place rectangular fluorescent ceiling fixtures in many chunks: bright cream-white flat bars/panels with a warm yellow emissive glow. The overall lighting is dim and claustrophobic, with warm beige/yellow illumination, deep brown shadows, a darkened ceiling, atmospheric fog that obscures distant corridors, soft shadows, and a strong black radial vignette around the edges. The visual style should match a sparse, blocky, untextured/low-poly Backrooms: no props or decoration beyond floors, ceiling, trim, wall partitions, and fluorescent lights. Add an unseen threat that becomes active after roughly seven seconds. Load/use a simple animated ghost-like humanoid character model, scale it visibly large, hide it initially, then spawn it about 18m behind the player once the delay has elapsed. Display the message “Something is moving behind you.” when it appears. The creature steadily homes toward the player at about 1.15 units per second, rotating to face the player and playing its walking animation. If it gets within about 1.25m, the player loses. The player should otherwise be encouraged to keep moving through the maze; there are no weapons, pickups, health bars, or combat mechanics. Create a minimal fixed HUD in the upper-left: a translucent dark panel with a thin muted cream border, the title “LEVEL 0 // BACKROOMS” in spaced uppercase lettering, a changing status line, and “Distance: 0m.” While the player is stationary show “Find a way through. Keep moving.”; while moving show “The humming follows you.” Update distance as the greatest radial distance traveled from the origin, in whole meters. Keep the small center crosshair and vignette always visible. At the bottom-center, show temporary dark translucent notification boxes with light text for events; on restart display “The lights buzz back on.” When caught, freeze gameplay and show a full-screen semi-transparent dark brown overlay with a centered dark card, warm tan border, large spaced heading “FOUND YOU,” text such as “You made it [distance]m before the corridors found you.” and a clearly visible “RUN AGAIN” button. Clicking the button or pressing R resets the player to the origin, resets elapsed time and distance, hides/resets the creature, removes the game-over overlay, and restarts the run. Keep the presentation widescreen and responsive, with an immersive game canvas filling the entire viewport.