Skip to content

Arcade › بيت الظلام

بيت الظلام

  • 3d
  • first-person
  • survival-horror
  • stealth
  • arabic
  • night
  • escape
0
Remix it Discord

1 play

How to play

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

Discussion

Nobody has said anything about بيت الظلام yet. Play it, then tell the creator what you would add next.

Make your own game

بيت الظلام was built 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 بيت الظلام 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 بيت الظلام

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 a dark first-person 3D survival-horror game titled "بيت الظلام" (House of Darkness), with Arabic right-to-left menus and HUD. The player is trapped at night in an abandoned house on a foggy hill and must collect five golden keys, then reach and interact with the iron exit gate outside before a frightening clown catches them.

Use a Three.js-style real-time 3D presentation with a first-person FPS camera, mouse-look, pointer lock, WASD movement, jumping, Shift to sprint, C to crouch, and E to interact. Start with a full-screen Arabic title menu over an almost black, blue-gray radial-gradient background: title "بيت الظلام", explanatory text saying the player is trapped in an abandoned house on a fog-covered hill and must find five keys, open the iron gate, and escape before the clown finds them, plus an "ابدأ" (Start) button and a small note that keyboard/touch movement is supported and clicking activates mouse-look. After starting, show the game and HUD; clicking the canvas should request mouse pointer lock.

Build the environment as a simple low-detail haunted-house compound at night. Use a nearly black/navy sky/background, dense dark blue fog, dim cool moonlight, soft shadows, and a dark VHS/CRT overlay with horizontal scanlines and strong vignette. The house is a rectangular enclosed shell roughly 16 units wide and 16 units deep, with gray walls, a dark wooden roof, and internal partitions forming living, kitchen, and children’s-room areas. Include a dark ground plane and a raised hill under the house. Props visible in/around the house should include a dark red entrance rug, an old wooden table, a tall wooden hiding cabinet, a low wooden hiding bed, a wooden piano, broken blue-tinted windows, a red portrait on the back wall whose eyes/face suggest it watches the player, and several small warm candle objects. Surround the yard with sparse metal fence posts, a large iron gate at the front, a dark path leading toward it, and a few dead trees with bare branch-like geometry. Keep the overall palette charcoal gray, desaturated blue, dark brown, dark red, and small gold/warm candle accents.

Place exactly five collectible gold keys around the house/compound, represented as small bright gold cylinders with a warm emissive glow. Put them at varied positions corresponding to the implemented layout: around the living area, back/kitchen/children’s-room area, near the piano/front interior, and one farther outside behind the house. When the player comes within interaction range, keys are collected automatically, disappear, increment the Arabic counter from 0 / 5 to 5 / 5, and play a short ascending pickup tone. The exit is a gold lock/interaction marker on the iron gate at the front of the property. Only after all five keys are collected, pressing E near this lock opens the gate and triggers the win ending.

The enemy is one procedural clown inside the house/yard: a small humanoid with a dark red rectangular body, dark shoes, and a pale spherical face textured with black tall eyes, white pupils, a bright red round nose, a large dark smiling mouth, and a curved dark hair/forehead mark. It begins around the interior and patrols/idles. If it has line of sight to the player within roughly 13 units, or the player comes closer than about 4 units, it switches to chase, moves directly toward the player at approximately 0.7 units/sec plus 0.18 per collected key, and turns to face them. If it reaches about 1.25 units or has maintained an attack/chase state for about five seconds, the player loses. The clown should be clearly threatening but remain a simple low-poly/procedural model rather than a detailed realistic character.

Add two usable hiding locations: the tall cabinet near the back-left interior and the bed near the back-right interior. Press E near either to toggle hiding; while hidden, the clown does not pursue/attack the player. Change the bottom hint to Arabic "أنت مختبئ... اضغط E للخروج" while hidden, and let E exit hiding. Otherwise show the controls hint "WASD للحركة · الفأرة للنظر · Shift للركض · C للانحناء · E للتفاعل"; once all keys are collected, change it to "اقترب من بوابة الخروج واضغط E".

The HUD should be minimal, dark translucent panels at the upper-right in Arabic, with: "المفاتيح: 0 / 5"; a battery horizontal bar; a stamina/ability bar; and a fear bar. Initialize battery, stamina, and fear at full/zero-derived values as in the reference. Sprinting drains stamina and it regenerates when not sprinting; battery slowly drains over time, with extra occasional drain when very low. Fear is represented by a red bar that rises as the player gets closer to the clown (roughly 1 minus distance/12, clamped 0–1). Use cool pale-blue HUD text, gold/tan stamina, and dark red fear. Put a tiny pale circular crosshair in the exact center of the screen.

Include occasional unsettling events during play: dim the moonlight briefly, emit a low tone, or reposition the clown near the player but several units away. Use sparse oscillator tones for key pickups and endings rather than adding visible weapons or combat. There is no attack mechanic: survival depends on movement, sprinting, hiding, and reaching the gate.

For the lose screen, cover the view with the same nearly black radial menu style and show Arabic title "أمسك بك المهرّج" with text equivalent to "اقترب الوجه الأبيض حتى ملأ عينيك. صرخة حادة، ثم صمت." and an "أعد المحاولة" button. For the win screen, show "نجوت من بيت الظلام" with text equivalent to "دفعت البوابة وركضت إلى الضباب... لكن ضحكته ما زال يتردد." and the same restart button. Keep the camera close to the player at eye height (starting near the front/outside side of the house), use cool moon shadows and fog to make the geometry difficult to see, and preserve the sparse, ominous, almost-black visual style shown by the reference.

More free browser games

Browse the whole Arcade →