Skip to content

Arcade › Grandma's Night

Grandma's Night

  • 3d
  • horror
  • story
  • low-poly
  • third-person
  • mobile-friendly
0
Remix it Discord

14 plays

How to play

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

Discussion

Nobody has said anything about Grandma's Night yet. Play it, then tell Gracie Thiel what you would add next.

Make your own game

Grandma's Night was built by Gracie Thiel 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 Grandma's Night 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 Grandma's Night

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 short, playable low-poly 3D horror story game titled "Grandma's Night". Use a third-person, elevated over-the-shoulder camera that follows the controllable character, with a dark blue-black nighttime palette, exponential fog, strong vignette, occasional red fear-pulse overlay, soft shadows, and warm/cold flickering point lights. The world should feel like a compact stylized yard and house assembled from simple low-poly assets: a cracked straight road running north-south, wet/dark ground, dead trees, fence segments, a small house at the far end with a warm porch light, and a red sedan. Include a girl character and Grandma character using low-poly animated humanoid models; if external models fail, retain simple capsule/box placeholders so the game remains playable.

The game is a linear sequence of story chapters driven by movement and proximity interactions. Begin with a centered story card explaining: drive to Grandma's house, enter, turn on the kitchen light, and follow the night as it gets stranger. The initial chapter is driving: hide the girl on foot and let the player drive the red sedan using WASD/arrow keys or a mobile virtual joystick. Clamp the car to the road area, starting around x=-1,z=20, and allow travel north toward Grandma's porch around x=-9,z=-18; when close enough, show a prompt such as "Press E: park and enter Grandma's house" and pressing E transitions with a short black fade.

Chapter 2 is Grandma's kitchen. Place the player in a dark interior at roughly x=15,z=-19, with a kitchen floor, walls, counter, a wall light switch, a long table, two chairs, two plates with simple food, and Grandma sitting/standing at the table. The objective first says to approach the wall switch and press E to turn on the light. Until then, keep the kitchen point light off and the room dim; after interaction, turn on a warm flickering kitchen light and show a story message that two plates were waiting. Then approach the table and press E to trigger the dinner conversation. Display Grandma asking "How was work?" followed by the girl's exact answer: "work was stressful I'm really far behind on my essay but I'm glad to see you." After the conversation, show that thirty minutes pass and transition to the bath chapter.

Chapter 3 is the bathroom sequence. Build a connected hallway/bath area with a cold blue bathroom floor and walls, sink, neatly folded clothes on the sink, bathtub with visible blue water, and a hinged bathroom door. Spawn the player near the tub and prompt her to take a bath. On interaction, show a steam/story message, then after about 2.6 seconds rotate the door decisively shut, play a short sting sound, raise fear, and display: "The bathroom door slams shut on its own. No footsteps. No voice. Just the lock clicking from the wrong side." The player must then approach the clothes on the sink and interact. Show that the clothes fit perfectly even though she did not pack them, then fade into the next scene.

Chapter 4 is upstairs in the guest room. Place an upstairs guest-room floor, dark walls, a made single bed, and a warm table/night lamp. Move the character to the room and prompt her to lay down. On interaction, transition to the final attached chapter: set fear to about 55%, place her in the bed, and show a subtle rotating dark aura/ring and wisp around her. The story card should explain that during sleep an unseen school-girl-like demon attaches herself to the girl, perceived only as cold weight on her back and a whisper beside her ear. The demon is not visibly rendered in this final state; use the aura as the only visual hint. Continue increasing fear slowly while attached, cap it below 100, and keep the prompt "The demon is attached, but invisible."

For possible horror atmosphere, define a dark shadow demon with a black/red-emissive body, head, small horns, and red eyes in the scene code, but keep it hidden for this actual linear Grandma/bath/bed route. Do not add a combat system, inventory, enemies the player can fight, or invented dream shard collection: the visible HUD should track Fear as a percentage and Bond as None/Attached (the source labels the second stat as Bond even though its underlying state is a simple attachment flag). Use fear values approximately 0 at the start, 2 in the kitchen, 8 in the bath, 26 upstairs, and 55 on attachment; apply a stronger red pulse/vignette as fear increases.

The HUD must be readable over the 3D scene: top-left translucent dark panel with the large cream horror title "Grandma's Night" and a changing objective; top-right translucent panel showing "Fear 0%" and "Bond None"/"Attached"; centered lower prompt panel for context-sensitive E interactions; centered story overlay cards with cream text and a horror display font; bottom-left keyboard controls on desktop; bottom-left circular translucent joystick on mobile; and bottom-right red circular E action button. Support keyboard E or Space and the red mobile button for interaction. Keep the camera elevated and smoothly interpolated, looking toward the player and current location. Show warm porch lighting outside, flickering kitchen/bath/guest lighting, cold moonlike ambient/directional lighting, fog, and a nearly black ground and background. Include responsive mobile layout hiding desktop controls and showing the joystick. Implement sensible story flags (chapter, kitchen light on, dinner talked, bath state waiting/bathing/slammed/clothed, demon attached), proximity checks, fade transitions, and exposed get/set game-state helpers if supported by the creator.

More free browser games

Browse the whole Arcade →