Skip to content

Arcade › Grimhollow

Grimhollow

  • 3d
  • first-person
  • horror
  • exploration
  • rural
  • atmospheric
  • procedural
  • three.js
0
Remix it Discord

6 plays

How to play

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

Discussion

Nobody has said anything about Grimhollow yet. Play it, then tell Samuel Buoy what you would add next.

Make your own game

Grimhollow was built by Samuel Buoy 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 Grimhollow 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 Grimhollow

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 first-person 3D rural horror exploration game titled “Grimhollow,” built entirely from procedural Three.js primitives with no external art assets. The player explores an original moonlit Southern/backwoods farmhouse property, with a large farmhouse as the central landmark and a visible, explorable three-level interior: ground floor, upstairs, and basement cellar.

Use a first-person perspective with a roughly 72-degree perspective camera, mouse-look after clicking to lock the pointer on desktop, and tap-and-drag free-look on touch devices. Support WASD and arrow keys for movement, Shift to run, and E to reset the player to the front-porch spawn. On mobile, show an on-screen left movement pad with up/left/down/right arrow buttons and a RUN button, plus a right look pad with horizontal rotate and vertical look buttons. Keep the player collision radius about 0.48 units, prevent walking through walls and furniture-like structural colliders, and use smooth continuous movement. Clamp vertical look to a restrained range so the player cannot aim straight up or down.

Start the player outside at the front approach/yard around the farmhouse’s south side, facing the house. The property should include a long county road extending away from the house to the south, a shorter dirt path to the porch, a surrounding wooden post-and-rail fence, dark conifer-like trees around the perimeter, a corn patch on the west side, and an equipment shed on the east side. The shed is a simple brown rectangular outbuilding with a dark door and a low four-sided pitched roof. Place the farmhouse inside the property with a broad rectangular footprint, gray-brown walls, dark roof planes, a raised foundation, a front porch with roof, posts, steps, and a dark front door. Add cross-paned windows with dim bluish glass around the exterior, including upper-floor windows. Use a dark starry blue-black sky, distant fog, moonlight, strong soft shadows, a pale moon glow, and warm sparse interior point lights to create a low-poly, muted, atmospheric horror style.

The farmhouse layout must match the navigable structure. On the ground floor, make a central hall, a west parlor, an east dining room, and an east/back kitchen. Furnish the parlor with a simple muted sofa and small table; furnish the dining room with a wooden table and four basic chairs; furnish the kitchen with a counter and metal sink. Provide an upstairs hall, a west bedroom with a bed and dresser, an east bedroom, and an upper sewing room/smaller east-side room with a small table. Include visible stairs near the east/center hall leading from ground level to the upper floor, and a second stair route near the west/center hall descending to the basement. The basement should be an open cellar with a low ceiling/structural perimeter, wooden support posts, crates, a workbench, and one bare warm bulb. Include a simple warm light on the ground/upstairs areas as well. Rooms can be formed from thick primitive box walls and floor panels; ensure the stair openings and transition corridors remain navigable.

Implement three floor heights: ground at 0, upper floor around 4.8, and basement around -4.2, with the camera eye about 1.65 units above the current floor. The stairs should smoothly interpolate the player’s height while traversing the stair corridors. Automatically switch the current floor when the player reaches the upstairs or basement stair zones, and keep non-ground-floor players inside the farmhouse bounds; if they leave those bounds, return them to a valid ground-floor interior position. Include collisions for the farmhouse’s exterior/interior wall boxes and structural obstacles, while allowing outdoor exploration within the fenced property.

Add a translucent dark glass HUD overlay with rounded panels and muted cream/tan typography. In the upper-left panel show the title “GRIMHOLLOW,” the current named location, a short contextual hint, and a pill-shaped floor tag reading Ground Floor, Upper Floor, or Basement. Dynamically identify these locations and use hints that guide the player without adding objectives: Front Yard, County Road, Corn Patch, Equipment Shed, Front Porch, Central Hall, Parlor, Dining Room, Kitchen, Upstairs Hall, West Bedroom, East Bedroom, Upper Sewing Room, and Basement Cellar. Examples of contextual guidance: the front porch says the main doorway is open and directs the player through the center hall; the central hall identifies the upstairs stairs on the east and basement stairs on the west; the basement describes crates, posts, and the single bulb; outdoor zones describe returning toward the house. On desktop, show an upper-right controls panel explaining WASD/arrows, Shift, mouse/drag look, and the mobile controls. In the center initially show a panel titled “EXPLORE THE FARMHOUSE” explaining that this is an original rural horror map inspired by a backwoods farmhouse vibe and instructing the player to click to lock the mouse or tap and drag; hide it once pointer lock or touch look begins. Make the interface responsive, hide the desktop controls panel on narrow/mobile screens, and keep touch controls visible over the scene.

The game is an exploration slice only: do not add enemies, combat, inventory, health, score, collectibles, doors that open, stealth, survival meters, or scripted scares, since none are present. The goal is simply to walk the grounds and investigate the farmhouse’s rooms, upstairs, and basement in a quiet moonlit horror atmosphere.

More free browser games

Browse the whole Arcade →