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Hawkins

  • 3d
  • first-person
  • survival
  • exploration
  • horror
  • puzzle
  • shooter
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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. Mishquat built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hawkins yet. Play it, then tell Mishquat what you would add next.

Make your own game

Hawkins was built by Mishquat 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 Hawkins 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 Hawkins

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 survival/exploration game titled “Hawkins — A Rift Survival Game,” viewed through a mouse-look FPS camera with a small glowing circular reticle at screen center. Build the world in Three.js-style low-poly geometry with shadows, fog, and a restrained dark cinematic palette. The opening environment is a quiet small town at night/dusk: a broad muted olive ground plane, a dark central asphalt road with pale dashed center markings, four simple reddish-brown box houses with dark roofs and front doors/windows, sparse trees made from brown cylindrical trunks and chunky green cylindrical crowns, and a wooden fence along the far edge. Place the player on the road near the south end, facing a radio-signal mystery. At the north end is a yellow extraction beacon; on the west side is a small radio on a low surface; elsewhere in the neighborhood is a bright ceramic fuse. On the east/north side is a gray metal relay/facility building with a roof, locked wooden door, and an exterior relay panel. Farther north is a glowing purple-blue Rift gate consisting of a luminous torus ring, dark translucent core, and floating particles.

The core progression must be exactly: begin with objective “Find the source of the radio signal.” The player can interact with objects by aiming at them and pressing E or F, or using the on-screen USE button. Listening to the radio plays a short electronic tone and a message like “The signal repeats: ‘...below the relay... bring it through...’”; then objective becomes finding the ceramic fuse. Taking the fuse removes it and updates the objective to install it in the relay panel. Attempting the panel without the fuse displays that it is missing; with the fuse, restore power, remove/unlock the facility door collision, and update the objective to enter the relay building and follow the signal. The Rift initially rejects interaction with “The Rift is unstable. Restore the relay first.” Once power is restored, interacting with it toggles between the normal town and a parallel corrupted dimension.

The parallel dimension uses the same rough footprint but should visibly become much darker: near-black navy background and fog, dark ground and road, purple organic-looking versions of the houses, scattered crooked organic growths, and many small floating violet particles. It contains a glowing yellow signal-core clue in the corrupted relay yard. On entering, advance the clock to at least phase 3 and set the objective to “Recover the signal core from the corrupted relay yard.” Let the player interact with the clue to recover it; hide the clue, play a tone, display “Signal core recovered. Something heard you.”, set clock phase 4, and tell the player to return through the Rift and reach extraction. Returning through the Rift restores the normal world and objective. At the yellow extraction beacon, interaction before obtaining the core says extraction is offline; after obtaining it, interacting completes the chapter, sets phase 5, displays “EXTRACTION COMPLETE — CHAPTER ONE SURVIVED,” and leaves the objective as “Chapter complete. The signal is still broadcasting.”

Include a simple hostile entity in the parallel dimension: a purple organic low-poly humanoid/stalker around the corrupted yard, with a dark rectangular body and a small bright red eye. It starts with 80 health and can be killed by rifle hits. It investigates/chases the player when the player is close or makes noise, moves toward the player at roughly a walking pace, and deals 9 health damage on contact with a short cooldown. Gunfire and movement create noise that attracts it. Shooting is performed by mouse/pointer click, the FIRE HUD button, or equivalent touch control. The rifle starts with 6 rounds loaded and 24 reserve; each shot consumes one round, emits a brief electronic gun sound, and raycasts from the reticle. In the corrupted dimension, a hit on the stalker deals 35 damage, with feedback “Hit confirmed.” or “Target down.” When empty, show “Click. Reload.” Reload with R or the RELOAD button, filling the magazine up to 6 from reserve. Health starts at 100; show damage feedback and reset the player to the road in the normal world with health 100 and the initial objective if health reaches zero.

Implement an advancing CLOCK system: start at “CLOCK // PHASE 1,” automatically advance roughly every 32 seconds based on elapsed time, with a maximum of phase 5 and an extra phase advancement after obtaining the signal core. Play a distant chime and show “DISTANT CHIME // CLOCK PHASE N” when advancing; after phase 2, periodically chime again. Phase 2 should update the objective to “The town is changing. Keep following the signal.” Display “// ESCALATION” beside the clock at phase 4 or higher. Stop normal progression updates after extraction.

The HUD should match the sparse screenshot: full-screen dark view, thin pale circular reticle in the center, small centered narrative messages near the upper 15%, a contextual “[E] ...” prompt near the lower center when looking at an interactable within about 3.2 meters, and translucent charcoal panels with thin desaturated gold borders. Bottom-left panel shows CLOCK phase, HEALTH value, and the current uppercase objective. Bottom-right panel shows “RIFLE” and “6 / 24”-style ammo. Top-right has three outlined dark buttons labeled FIRE, USE, and RELOAD for pointer/touch play. Use warm off-white text, pale gold objectives, subtle glow and fog, and no minimap or extraneous HUD. Support WASD/standard FPS movement, mouse look, jumping with Space, E/F interact, R reload, pointer shooting, and the touch buttons. Add short synthesized beeps for radio, interactions, gunfire, reload, damage, chimes, and Rift transitions rather than relying on external assets.

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