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Hollow House

  • 3d
  • first-person
  • horror
  • exploration
  • survival
  • stealth
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. Robert Hurrle built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hollow House yet. Play it, then tell Robert Hurrle what you would add next.

Make your own game

Hollow House was built by Robert Hurrle 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.

Read the build brief for Hollow House

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 short first-person 3D horror exploration game titled “Hollow House” using Three.js. The player wakes inside a dark abandoned wooden house and must collect three hidden keys, then unlock the front exit and walk outside to win. Use a pointer-lock FPS camera: WASD moves, mouse looks, Shift sprints only while moving forward, E interacts with the object centered nearby, and F toggles a weak flashlight. Begin with a full-screen almost-black title overlay: large cream serif/typewriter-style “Hollow House” title, the text “You wake inside an abandoned house. Three keys are hidden in dark rooms. The front door is locked. Something listens.”, a beige “ENTER THE HOUSE” button, and the controls line “WASD move · Mouse look · E interact · F flashlight · Shift sprint”. Clicking starts the game and requests pointer lock.

Build a single-story rectangular house approximately 18.5 units wide by 20.5 units deep, with low ceilings, dark gray plaster walls, a brown creaking wood floor, a dark ceiling, heavy fog, vignette, floating dust motes, and very low ambient/moon lighting. The player starts in the south/front hall around (0, 1.62, 8.15), looking toward the house interior. Use axis-aligned wall collision and keep the player within the house until the final door is unlocked. Layout the interior as a central hall running north-south, with side rooms separated by walls: a west living/dining room, an east room, rear west/east rooms, and a west bedroom. Place simple darkened Kenney-style furniture: dining table and two chairs in the west living area, bookcases in the rear rooms, a broken single bed in the west bedroom, and table lamps. Include four doors: a locked front exit at the south wall, interior doors on the left and right sides of the hall, and a rear/right “cold door.” Doors are interactable; interior doors smoothly swing open and produce a creaking sound, while the front door refuses interaction until all three keys are collected.

Place three glowing, slowly rotating key objects in distinct rooms: one in the east room around (7.1, 1.0), one in the west bedroom around (-7.5, 7.7), and one in the rear east room around (7.4, -7.6). When the player presses E near a key, hide it, increment the HUD counter, show a brief “Key found (1/3)” style message, and play a pickup sound. Place two limited battery pickups, one in the west living room around (-7.15, 2.15) and one in the rear east room around (7.3, -8.25). E collects them, hides them, adds 42 battery points up to 100, and briefly displays “Battery picked up.” The top-left HUD must show “Keys: 0/3,” “Flashlight battery,” a horizontal battery bar, and the objective/status “Find the three keys. Escape.” Update the status to indicate flashlight use, escape, or being caught. Show a centered crosshair and a contextual bottom-center prompt such as “E — Take key,” “E — Pick up battery,” “E — Open creaking door,” or “Front door locked (2/3 keys)” when an interactable is close and in view.

Implement a weak warm flashlight attached to the camera with a narrow cone and subtle flicker. It drains at about 7.8 battery points per second while on; when empty it switches off and displays “Flashlight battery died.” Flashlight use is dangerous: the monster reacts more strongly when the beam is on. Add dim warm point lights around the hall/living room and a cool light in the rear room; make them flicker irregularly. Add a low procedural ominous drone, wood footstep sounds while moving, short synthesized thunks for pickups, flashlight toggles, locked doors, and door creaks. Normal footsteps increase monster suspicion slightly and sprinting increases it much more.

Add one floating skull ghost monster using a pale animated ghost/skull model (or a pale spherical fallback), with a subtle red point-light aura. It begins patrolling a fixed route through the rear hall and rooms, moving slowly and hovering up and down. Give it patrol and chase states. Its suspicion decays over time, rises from footsteps, rises faster from sprinting, rises when it has line of sight to the player, and rises continuously when the flashlight is on within roughly 9 units. If suspicion exceeds about 35, or it has close unobstructed sight of the player, switch to chase and move toward the player faster; otherwise follow the patrol route. Walls should block line of sight. During a close chase show a brief “RUN” message and red damage flash, and if the monster reaches the player, end the game with a dark overlay titled “It found you” and the text “The floorboards stop creaking. Then everything goes quiet.”

When the player has all three keys, interacting with the front door changes it to unlocked/open, shows “The front door unlocks,” and raises monster suspicion. Let the player walk south beyond the front boundary (around z > 10.65) to trigger victory. End with a dark overlay titled “You escaped” and the text “The night air hits your face. The house stays behind you.” Include a Restart button that reloads the game. Keep the visual style nearly black and claustrophobic, with cream/beige UI typography, subtle red horror accents, warm isolated lamps, fog, shadows, and a strong radial vignette; do not add weapons, combat, health systems, inventories beyond the key count and flashlight battery, puzzles, or additional levels.

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