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Arcade › Hollow House
Search a fog-choked house for three keys, using your flashlight sparingly as its battery drains. Creep past a ghost that hears movement and notices light, then unlock the front door before it finds you.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. nathan inwoba built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hollow House yet. Play it, then tell nathan inwoba what you would add next.
Hollow House was built by nathan inwoba 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 Hollow House 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.
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 horror escape game titled “Hollow House.” The player starts inside a dark, abandoned, maze-like house at the south/front foyer (roughly the center of the front entrance, facing north) and must explore, collect three glowing keys, and return to the front exit door to escape before a six-minute countdown reaches zero. Use a very dark visual style: nearly black/navy background and ceiling, dark brown/black worn wooden floor and walls, heavy blue-green exponential fog, dim cold moonlight, and small warm orange candle pools of light. The camera is a low first-person perspective with a centered “+” crosshair. Keep the environment sparse and ominous, using simple box-built walls plus visible 3D furniture: bookcases, tables, chairs, cabinets, candles, industrial-style doors, a glowing key model, a silver pistol, and a floating skull-like ghost model with a faint cold teal glow. The house footprint is approximately 18 units wide by 24 units deep, with outer walls and several interior partitions forming rooms and corridors: a front foyer at the south end, a library on the west side around z=0, a study on the east side around z=0, a central/back hall, west and east bedrooms around z=-7, and a small ritual/back room at the north end around z=-10. Place three key pickups in the library at about (-6.8, 0.2), the east bedroom at about (7.2, -6.5), and the ritual room/back room at about (0.2, -10.15). Keys hover slightly, rotate, glow gold/orange, and are collected by approaching and pressing E. Place a silver pistol pickup in the library near (-5.45, 0.18); pressing E picks it up, hides the world pickup, shows a held pistol model at the lower right of the first-person view, and grants exactly three shots. The front exit is a door at the south wall around (0,12), initially locked until all three keys have been collected; pressing E before that displays how many keys remain, and pressing E after that wins with “ESCAPED.” Other interior doors are creaking doors at the library and study entrances, the central back hall, and the ritual-room entrance. Press E near one to toggle it open/closed; opening makes the door passable and produces a creak/noise, while closing restores its collision. Use collision against house walls, interior walls, doors, and furniture-like blockers so the player cannot walk through solid geometry. Core controls: WASD moves relative to the camera, mouse look uses pointer lock on desktop, Esc releases the mouse, E interacts, F toggles the flashlight, and left click or Space fires after the pistol is acquired. Include mobile/touch support with on-screen directional movement buttons, E, F, and Fire buttons, plus touch-drag look. The player moves at a careful walking speed and can hold Shift to move faster; faster movement creates more noise. The flashlight starts on at 100% battery, uses a bright narrow cone, and drains continuously while on at about 2.6 percentage points per second. When the battery reaches zero it switches off permanently. The flashlight improves visibility but is dangerous: the ghost can notice the player when the flashlight is on, the ghost is within about 10 units, and the player is looking toward it. Toggling the flashlight also creates a small sound/noise event. Implement a ghost enemy represented by an animated floating skull monster. It starts in the back/west area around (-4.8,-7.2), patrols a loop of waypoints through the back rooms, hall, library/study area, and ritual room, and avoids walls through the same collision system. It normally patrols at about 1.05 speed. Track an alert value: movement noise, opening doors, collecting items, toggling the flashlight, and especially gunfire can be heard; the ghost investigates/chases when noise is sufficiently strong and nearby. A lit flashlight pointed toward it also raises alert. When alert is high, switch to chase mode, pursue the player at roughly 1.85 speed with a modest alert-based increase, and make the ambient drone/heartbeat more intense. If it reaches approximately 0.95 units from the player, the player loses with “YOU ARE LOST” and “The ghost caught you.” The ghost should visibly face the player and bob/fly slightly. The pistol is a limited defense, not an unlimited weapon. Each shot consumes one of the three rounds, produces a loud noise and camera recoil/shake, and can banish the ghost only if the player is aiming directly at it (tight aim threshold), it is within about 11 units, and no wall blocks the line of sight. A successful shot hides the ghost, stops its chase, displays a brief bright screen effect reading “BANISHED,” and leaves the player to find the keys and escape. Misses report the remaining ammunition; firing without the gun says to find a weapon, and firing with no bullets says it is empty. Add one-shot scripted jump scares at three locations: the library around (-5.7,0.4), the study around (5.5,0.8), and the ritual/back room around (0.1,-9.7). When the player enters each trigger radius, show a brief full-screen flash/overlay with location-specific text “RUN,” “BEHIND YOU,” or “GET OUT,” shake the camera, make a ghost lunge very close to the camera for a fraction of a second, and play a horror sound; each spot triggers only once, with a cooldown preventing immediate repeats. Also trigger a one-time close-ghost scare during a chase when the ghost comes within about 2.9 units, displaying “TURN BACK.” These effects are scares only and should not automatically kill the player. HUD should be minimal and positioned like a dark horror game overlay: top row shows “Hollow House,” “Keys: 0/3,” “Gun: —” until the pistol is obtained (then remaining ammo), “Battery: 100%,” and “Time: 06:00.” Keep the centered plus crosshair, a lower/central contextual hint such as “Click to enter the house,” “Press E to pick up the key,” “Press E to open / close the creaking door,” or flashlight warnings, and transient interaction messages such as “Key found (1/3),” “Pistol picked up — click or press Space to shoot,” “Locked. Need X more keys,” and “Door creaks open.” At the bottom show “WASD move • Mouse look • E interact • F flashlight • Click/Space shoot • Esc releases mouse.” The opening state is an almost black view of the house with a centered outlined button reading “Click / Tap to Play”; clicking starts the game and pointer lock. On losing, show the lost message and a Restart button; on winning, show “ESCAPED,” explain that the player unlocked the front door and ran into the cold night, and offer Play Again. Use restrained synthesized horror audio: low drone, heartbeat during chase, footsteps, metallic door sounds, key pickup tones, flashlight toggle, pistol shot, banish cue, jumpscare sting, win cue, and caught cue. Ensure the complete game loop is playable: explore in darkness, manage the draining flashlight, listen/avoid or shoot the ghost, collect all three keys, unlock the front door, or lose to the ghost or the six-minute timer.