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Family Secrets

  • 3d
  • first-person
  • mystery
  • horror
  • exploration
  • narrative
  • choice-based
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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. Jgbr Fbfbf built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Family Secrets yet. Play it, then tell Jgbr Fbfbf what you would add next.

Make your own game

Family Secrets was built by Jgbr Fbfbf 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 Family Secrets 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 Family Secrets

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, atmospheric first-person 3D mystery exploration game titled “FAMILY SECRETS · THE LAST LETTER.” The player is Adam, exploring a dark, rain-soaked family house at night with a flashlight. Use a Three.js-style realistic low-poly environment, deep navy/black shadows, blue moonlight, warm amber accent light, soft fog, rain visible through windows, dramatic vignette, and restrained cinematic horror presentation. The camera is an FPS camera with a small glowing white crosshair at screen center. Movement should be first-person keyboard/mouse movement (with touch/pointer interaction also supported), with walking, gravity, and jumping; interaction is performed with E or by tapping/clicking nearby objects. The flashlight can be toggled with F or the lower-left “FLASHLIGHT: ON/OFF” button, and its cone should illuminate the dark room.

Build a simple enclosed house shell with a main floor, walls, a bedroom at the south/end of the house, a central hall, a locked study to the north, and a basement hatch in the study-side area. The visible environment should include labels/signs reading “ADAM,” “STUDY,” and “LIAN.” Furnish the bedroom with a bed, mattress, nightstand, wardrobe, an old desk and chair. Furnish the study with a table and evidence items. Include rain windows and animated rain particles outside. The scene should feel sparse, quiet, and ominous rather than action-oriented; there are no combat systems, enemies, health bars, or weapons.

Start the player in the bedroom near the old desk, with the objective HUD reading: “OBJECTIVE · Find the brass key hidden in the old desk.” The desk is interactive. Searching it reveals a brass key from a false-bottomed drawer, adds “Brass key” to the inventory, displays the message “Under a false-bottomed drawer: a brass key, cold from the dark,” and changes the objective to use the brass key on the study door. The study door is locked until the brass key is acquired; interacting without it displays that it is locked. With the key, unlock and remove/open the study door, show a message about a clock starting to tick, and change the objective to investigate the study and find what the family hid.

In the study, place three key evidence interactions: a family photograph, a secret drawer, and an old phone. Examining the photograph marks the photo clue and displays that it shows a family portrait with Lian present, someone’s face scratched out, and the frame contains the code “7 · 3 · 1.” The drawer initially refuses to open because it needs a three-digit combination. After examining the photograph, opening the drawer with code 731 reveals a hidden letter beneath it, updates the objective to read the hidden letter, and makes the letter interactable. Reading it adds “Lian’s letter” to the inventory and displays: “Lian was alive when we left that night. Your mother chose the basement. Forgive me.” — A. Then the objective becomes using the old phone to hear the anonymous message. The phone is initially locked and says a single unread message waits; after reading the letter, checking it adds “Train station clue” to the inventory and displays the anonymous message: “Midnight. The abandoned station. Bring the last letter. Do not trust your mother.” The objective then becomes: “Confront Mother, then decide whether to descend.”

Place a simple mother NPC in the hall/bedroom area, represented by a stylized dark-clothed body and head. Talking to Mother opens a dialogue panel with speaker name “MOTHER” and the line: “You came back too late, Adam. Some doors should stay closed.” Offer exactly three choices: “Tell me what happened to Lian.”, “I only want to remember her.”, and “You lied to me.” Record the selected branch and close the dialogue. The first branch displays: “Mother looks toward the floorboards. ‘She was afraid of the family. Not of the house.’” The second displays: “Mother presses a key into her palm. ‘Then do not follow the voice in the dark.’” The third displays: “Her expression hardens. ‘You always wanted a villain.’”

Place a basement hatch in the study-side area. Before the phone clue is obtained, interacting with it displays: “The hatch is jammed. Something beneath it is listening.” Once the phone clue has been obtained, interacting opens it, changes the objective to “Descend into the secret basement,” displays “The hatch opens. Cold air rises with the smell of wet earth,” and immediately ends the chapter with a full-screen ending overlay. The ending title must be “CHAPTER 1 · THE LAST LETTER.” Branch the ending text based on the Mother choice: after confronting her, show “TRUE ENDING — Beneath the house, Adam finds Lian alive, hidden in a sealed room. She reveals the family hid her after she witnessed a violent secret — and the anonymous sender was her, using the old phone. The train station is only the next step.” After the gentle memory choice, show “SAD ENDING — The basement is empty except for Lian’s coat and a fresh train ticket. Adam has found the truth, but Lian is already gone again.” After accusing her or making no choice, show “DARK ENDING — The basement walls are covered in dates, names, and photographs. The family did not lose Lian. They chose to erase her — and someone has been watching Adam return.” Include a “RESTART CHAPTER” button that reloads/resets the game.

The HUD should be minimal and readable over the 3D view: upper-left title and current objective, upper-right inventory listing with an initially empty state, center crosshair, a contextual bottom-center prompt such as “E / TAP · Search the desk” when near an interaction, temporary narrative message cards near the bottom, and dialogue choice cards when speaking with Mother. Use translucent nearly-black panels, thin blue-gray borders, pale blue-white typography, and a serif typeface for narrative text with Arial-like UI labels. Add a strong dark radial vignette. The game should visibly communicate the sequential investigation through objective updates and inventory items, with interaction range limited to nearby objects.

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