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Ghost Station

  • 3d
  • stealth
  • sci-fi
  • top-down
  • single-player
  • arcade
0
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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. Ermide Ricardo built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ghost Station yet. Play it, then tell Ermide Ricardo what you would add next.

Make your own game

Ghost Station was built by Ermide Ricardo 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 Ghost Station 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 Ghost Station

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 playable single-player 3D stealth/infiltration game titled “Ghost Station,” viewed from a high, slightly angled third-person top-down camera that follows the player over a compact alien/UFO station. Use a dark navy sci-fi presentation with glowing cyan grid lines, translucent wireframe room borders, neon cyan/pink lighting, simple low-poly rounded astronaut characters, floating canvas-style labels, and a mobile-friendly HUD over the game. The station is a bounded rectangular map divided into six named rooms: Cafeteria, Office, Comms, Lab, Reactor, and Storage. Give each room a raised dark-blue floor tile with cyan wireframe rim and a floating room-name label. The player is Mira_HQ.exe, a small red/magenta rounded astronaut-like micro-hacker with a pale cyan visor, a glowing pink orb above the head, and a prominent “YOU” label. Start the player near the lower center of the map, with free movement across the station using WASD or arrow keys, plus an on-screen four-direction D-pad for touch controls. Keep movement constrained inside the rectangular station bounds, and smoothly follow the player with the elevated camera.

Populate the map with 10 active task stations distributed through the named rooms (the implementation may place two in most rooms, with stations in Cafeteria, Office, Comms, Lab, Reactor, and Storage). Each station is a small metallic console with a cyan glowing screen, purple cable detail, a rotating/pulsing floor ring, and a floating “?” label. The stations conceal green glowing microchips. Spawn five AI crewmates that are colorful rounded astronaut figures with pale cyan visors and floating “?” labels rather than readable identity tags. They roam the station, periodically select an unclaimed station, walk to it, and remain in a visible tasking state for several seconds; active task stations should pulse/change their question-mark label styling so the player can identify taskers without knowing their identities.

Implement the core loop exactly: approach an actively tasking crewmate’s station and press E, Space, or the on-screen Action button to disable the tasker. The tasker disappears/fades down and leaves behind a small floating ghost plush/action-figure prop labeled “ghost”; the station exposes a bright green rotating chip and changes its label to “chip.” Approach the exposed station and interact again to harvest the chip; mark the station “done,” hide the chip, increment the collected counter, and repeat until all 10 chips are collected. Do not allow harvesting a station before its tasker has been disabled. Once all 10 chips are secured, make the Office emergency button near the Office room the final valid interaction: approach it and use Action to “Upload Virus,” triggering a win/end state and a message that the mainframe wipe is complete. Include a restart control and R key that reloads/restarts the run.

Add a suspicion/truth-detector system. Show periodic Mira HQ camera announcements naming one of three scanned zones: Cafeteria, Lab, or Storage. During a scan lasting several seconds, render a translucent pulsing magenta/cyan scan beam over that room; if the player remains inside the active zone, steadily increase suspicion. Display suspicion/truth-detector value in the HUD, cap it at 100, and end the run with a failure message if it reaches the maximum. The player should be encouraged to stay mobile and avoid camera sweeps. The top/status HUD should show role “Mira_HQ.exe — Micro-Hacker,” “CHIPS HARVESTED” with a count such as 0 / 10, “TRUTH DETECTOR” with the suspicion value, and a message panel for camera alerts and interaction feedback. Include a bottom “CURRENT OBJECTIVE” panel explaining: find task stations with active crewmates, disable them, harvest all 10 chips, then upload the virus at the Office emergency button; update it after all chips are collected and when the game ends.

Place a morphing role computer near the Office/central-right area: a small sci-fi machine with a glowing orb, yellow sticky-note detail, purple cable, and floating “?” label. It should periodically change its low-poly body form/color (box, cylinder, sphere, capsule-like forms). When the player approaches it, Action should open a “Spectate Roles” overlay instead of interacting with a station. The overlay pauses player movement and presents non-specific faction color channels in two sections, “Crew Signals” and “Impostor Signals,” with colored swatches and descriptive hints, but does not reveal exact character identities. Allow closing the overlay via the close control, Tab, or the Spectate Roles button.

Use HUD buttons styled as translucent rounded dark panels with thin blue borders and bright text: a contextual Action button that changes to “Disable Tasker,” “Harvest Chip,” “Upload Virus,” or “Open Roles,” a “Spectate Roles” button, and a restart button. Provide temporary message notifications such as the initial prototype briefing, successful task override/chip harvest, camera announcements, and win/failure outcomes. Include smooth character/prop animation: rotating chips, pulsing station rings, gently bobbing ghost props, animated room scan beams, and the role computer morphing over time. Ensure touch pointer events work for D-pad movement and buttons, while keyboard controls remain available: WASD/arrow keys move, E/Space interact, Tab opens the role overlay, and R restarts.

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