Skip to content

Arcade › Hollow House

Hollow House

  • 3d
  • first-person
  • horror
  • exploration
  • puzzle
  • low-poly
  • mobile-friendly
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Neon Man 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 Neon Man what you would add next.

Make your own game

Hollow House was built by Neon Man 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 dark, atmospheric first-person 3D horror exploration game titled “Hollow House,” beginning with Chapter 1 — The Guest Room. Use a Three.js-like 3D scene with a first-person camera, mouse-look and keyboard movement on desktop, plus a mobile joystick, right-side drag look zone, and on-screen CROUCH and INTERACT buttons. Desktop controls are WASD to move, mouse to look, Space to jump, Shift to run, C to crouch, and E to interact. Keep the presentation grounded and minimal: no combat, enemies, weapons, scoring, health, or invented supernatural events are shown.

Start on a full-screen main menu over a nearly black, subtly burgundy radial-gradient background. Center a dark translucent panel with a thin muted rose border and rounded corners. Display the large, widely letter-spaced serif title “HOLLOW HOUSE” in pale pink with a faint red glow, the subtitle “Chapter 1 — The Guest Room,” and four stacked buttons: PLAY, DIFFICULTY: NORMAL, HOW TO PLAY, and SETTINGS. Add the small footer text “An original first-person horror exploration game.” The difficulty button cycles through EASY, NORMAL, HARD, and EXTREME, but difficulty does not currently change the game mechanics. HOW TO PLAY opens a panel explaining that the player must find the single lockpick hidden in the guest room, hold it, face the locked door, and press INTERACT; include the desktop and mobile control descriptions and a BACK button. SETTINGS only displays a simple “Settings are ready for later chapters.” notice.

After PLAY, hide the menu and enter a dim, foggy first-person 3D environment. Use a very dark blue-black background and fog, soft shadows, subdued ambient hemisphere lighting, cool directional fill, a muted red point light near the guest-room exit, and a warm orange candle light near the bedside table. Use a restrained horror palette: charcoal-purple walls, brown wood, dark red bedding, dusty mauve fabric, dull brass, and dark green garden vegetation. Render a small white/pale pink crosshair at screen center.

The starting room is a rectangular guest room approximately 10 by 9 units with dark walls, a low floor and ceiling, and a closed south-facing doorway. Build the room as simple solid box geometry. Place a large bed on the left side, with a dark wood base, muted fabric mattress, dark red blanket, and pillow. Put a bedside table to the right/rear of the bed with a drawer, small brass knob, and a small brass candle. Add a wooden chair, a small table, a curtained rear window with dark glass, and a nearly black portrait mounted on the left wall. The room has a wood door frame and a solid locked guest-room door in the south wall. The player starts near the center/front of this room.

Place exactly one collectible lockpick at one randomly selected location each run: under the bed, inside the bedside-table drawer, or on the small table. Make it a small horizontal brass-colored object. When the player aims at it at close range and presses E or INTERACT, remove it from the world, set the inventory to LOCKPICK, and show a short prompt “Lockpick added to inventory.” Until collected, the HUD should show “Inventory: empty.”

When the player aims at the guest-room door at close range, show the contextual prompt “Unlock guest-room door.” If they interact without the lockpick, keep the door closed and flash “Locked. Find the lockpick.” If they have the lockpick, show “Lockpicking...” for about 1.1 seconds, then remove the lockpick from the inventory, break/consume it, open the door by removing the door mesh, and flash “The lockpick broke. The door is open.” Do not add a lockpicking minigame. Update the top-left chapter badge from “CHAPTER 1 · GUEST ROOM” to “CHAPTER 1 · HOUSE EXPLORATION” when the door opens.

Beyond the guest room, construct a simple connected house layout that becomes accessible through the opened doorway. Include an upstairs/corridor area extending across the house with three visible landmark doors along the north side (an attic door, enemy-bedroom door, and bathroom door), a short staircase descending toward the lower level, and a downstairs main floor. On the lower floor, include a living area with sofa and coffee table, a dining table, a kitchen counter, a basement door, a rear/back door, and simple divider walls. Outside the back area, add a dark green garden ground plane, a dark shed with a shed door, and several low-poly trees made from brown trunks and dark green cylindrical/rounded crowns. These are environmental geometry only: do not add enemies or interactions to them.

Use solid box colliders for floors, walls, furniture, doors, dividers, stairs, and major props so the player cannot walk through them. The guest-room door is the only progression interaction. Support crouching through C or the mobile CROUCH button, changing the button label to STAND while crouched; use the control system’s existing jump/gravity behavior. Keep the HUD sparse: translucent dark top badges for chapter and inventory, center crosshair, contextual interaction/status prompt near the lower center, and mobile controls along the bottom. On desktop the mobile joystick and look zone may be hidden or subdued; on mobile show a circular left joystick and circular action buttons. The overall style should feel like a minimal low-poly first-person horror prototype with dim lighting, simple geometric furniture, muted burgundy accents, and a strong sense of an empty, ominous house.

More free browser games

Browse the whole Arcade →