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Grave Rooms

  • 3d
  • first-person
  • horror
  • survival
  • graveyard
  • arcade
  • room-lobby
  • mobile-friendly
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. Eric built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Grave Rooms yet. Play it, then tell Eric what you would add next.

Make your own game

Grave Rooms was built by Eric 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 Grave Rooms 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 Grave Rooms

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 browser-based first-person 3D horror survival game titled “Grave Rooms.” Begin on a dark, centered public-room lobby panel over a nearly black background. The lobby title is large uppercase “GRAVE ROOMS,” followed by copy explaining that these are public horror rooms with AI teammates and that online rooms are simulated locally. Offer three selectable mode cards in a row: “Survive — Last 3 minutes,” “Relic Hunt — Find 5 cursed relics,” and “Escape — Power gates + reach exit.” Survive is selected by default with a muted green/teal highlight. Below, show four generated public-room rows, each with a room name such as Fog Chapel, Open Crypt, Ash Yard, Bell Tower, Old Orchard, or Black Gate, a “Public • [ping] ms • joinable” subtitle, and a player count out of 5. Selecting a row highlights it. Include a full-width teal “Join Public Room” button and a controls hint: WASD/arrow keys move, mouse drag or pointer lock looks, Space banishes nearby ghosts; mobile uses two sticks and a red action button. Use a restrained horror UI style: almost-black navy/purple gradients, pale gray-white text, thin blue-gray borders, teal selection highlights, and responsive sizing.

When Join is pressed, hide the lobby and enter a foggy graveyard viewed from a first-person camera at about eye height. Use Three.js-style lighting and a dark blue-black scene with exponential fog, a muddy desaturated green ground plane, cool moonlight, soft shadows, and warm orange point lights around candles. Populate the area with Kenney Graveyard Kit-style low-poly assets: graves, coffins, candle clusters, floating/animated ghosts, and zombies. Arrange graveyard props around the player, add dead tree trunks around the perimeter, and spawn three AI teammate ghosts named Mina, Rook, and Jax that orbit/follow the player at short distances. The player starts near the center edge of the graveyard, with a small circular crosshair at screen center.

The core loop is movement, evasion, and close-range banishing. Move with WASD or arrow keys; use mouse movement with pointer lock or drag-like mouse input to control yaw and pitch, clamped to a natural first-person vertical range. On touch devices, show a translucent circular movement joystick at bottom-left, a look joystick at bottom-right, and a red circular “BANISH” button above/right of it. Press Space, click the action button, or otherwise activate banish to hit every nearby living enemy within roughly 3.2 world units. Each hit creates a brief red/pink expanding flash; ghosts have 1 hit point and zombies have 2, and defeated enemies disappear. Play subtle interface/impact sounds when possible and show short centered status messages such as “The room heard that banish. Keep moving.”

Spawn enemies around the outer graveyard; ghosts and zombies continuously chase the player. Enemies damage the player when closer than about 1.2 units, with repeated damage on a short cooldown, and proximity raises Fear. The player has Health starting at 100 and Fear starting at 0; health falls from contact, Fear rises near monsters, and Fear reaches 100 near enough danger to defeat the player. Collectible cursed relics are glowing, rotating turquoise/green faceted octahedrons with matching point-light glows, placed around the graveyard. Walking within about 1.35 units collects one, hides it, increments the objective, and reduces Fear. The HUD is always visible during play as three translucent top pills: room name and uppercase mode, “Fear [number]% / Health [number],” and the goal plus a countdown timer. Show brief messages for joining, collecting relics, taking damage, and outcomes.

Implement the three modes exactly as follows: Survive has a 180-second timer and is won when the player remains alive until the timer ends; it does not require relic collection. Relic Hunt has a 240-second room limit and requires collecting 5 cursed relics, winning immediately when all are collected. Escape has a 240-second room limit and requires collecting 3 gate sigils, represented by the same glowing collectible system; after all three are collected, reveal a translucent vertical green exit beam at a fixed distant corner of the graveyard, and win when the player reaches it. If the timer expires in non-survive modes, or if Health reaches 0 or Fear reaches 100, return to the lobby with an appropriate failure message. On victory, return to the lobby with a success message and allow joining another generated public room. Keep the room list and teammates locally simulated rather than implementing real networking.

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