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Hollow Meridian

  • 3d
  • horror
  • exploration
  • third-person
  • low-poly
  • survival-horror
  • atmospheric
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. Caspian Frank built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hollow Meridian yet. Play it, then tell Caspian Frank what you would add next.

Make your own game

Hollow Meridian was built by Caspian Frank 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 Meridian 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 Meridian

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 playable third-person 3D atmospheric horror exploration game titled “Hollow Meridian.” Use a dark, stylized low-poly/flat-shaded aesthetic with a muted palette of charcoal stone, moss green, dusty gray, violet, mauve, and dim candle-orange light. The world is a foggy cursed moor at night, viewed from a perspective camera positioned behind and above the player, following the player smoothly and looking toward their upper body. Use dense but soft blue-gray/green exponential fog, a very dark vignette, subtle camera shake during supernatural events, and sparse glowing purple and pale-green accents.

Build the environment as an open, simple navigable clearing around a ruined belfry. The ground is a large dark green-brown plane with a narrow muddy path, scattered moss patches, pale wildflowers, fireflies, low transparent ribbons of ground fog, many irregular dark rocks/grave stones, crooked dead trees with angular trunks and mossy crowns, and a ring of roughly ten broken stone wall sections surrounding the central ruin. At the back of the scene, create a belfry ruin made from two tall stone supports and a lintel. Add four tall dark mourning pillars with small glowing eye details, seven faint rotating purple rune rings buried in the ground, hanging bones, drifting ash motes, and a huge surreal mauve moon high in the distance with a black hollow eye and a small purple iris staring toward the player. Lighting should come from a cool moon/directional light, a dim neutral hemisphere light, a faint purple point light near the ruin, and a warm candle-like point light; all objects should cast/receive soft shadows where appropriate.

The player is a small stylized human in a worn dark coat, faceted pale face, messy dark hair, simple boots, and articulated low-poly limbs. Start them near the front of the clearing at approximately the path entrance. They visibly carry an iron axe with a brown wooden handle and gray metal head in their right hand. Implement keyboard movement with WASD or arrow keys, normalized movement on the horizontal plane, walking speed about 3.2 and Shift-running speed about 5.4. Rotate the player toward the movement direction and animate simple alternating limb/shoulder sway while walking. The camera follows behind the player at roughly 8 units distance and 3.7 units above them, smoothly interpolating and looking at the player’s upper body. Include touch controls on mobile: a four-direction pad plus Run and Axe buttons.

The primary objective is to find and collect exactly three floating memory shards inside/around the belfry ruins. Place the three collectibles at positions corresponding to one near the left side of the ruin (around -4,-4), one farther toward the rear (around 4,-9), and one to the right/rear (around 10,10). Each collectible is a small luminous purple octahedral crystal hovering over a short purple stone pedestal, surrounded by a rotating violet torus ring. When the player is within about 2 units, show an interaction prompt and allow E to collect it; hide the object, increment the counter, and show one of three short unsettling messages: “It remembers your hands.”, “A small piece of the ending.”, or “You were not supposed to find this.” After the third shard, change the state message to “THE BELLS HAVE FOUND YOU” and show the final line: “The belfry is empty. The sound is coming from inside your chest.” Do not add an invented win cutscene beyond this state.

Place two stationary cursed humanoid NPCs near the clearing: faceted, mask-like charcoal figures with angular bodies, rigid arms, glowing mauve eyes, and frozen mouths. One stands near the front-center and one to the right. Within about 3 units, show an E interaction prompt reading “[ E ] LISTEN.” Pressing E displays a dark translucent dialogue box near the bottom with a masked-speaker label and one randomly selected line from that NPC’s actual set. Use these lines: “I wore a face so the sky would forget me.”, “The key is not lost. It is ashamed.”, “When the moon blinks, do not be standing inside your own shadow.”; and for the second NPC: “My mother still sets a place for me.”, “I have been dead for six mornings.”, “Do you hear the bells? They only ring beneath the ground.” NPCs should subtly bob and turn.

Add three hostile hollow hunters distributed around the clearing. They use the same angular masked humanoid style, with glowing pink-purple eyes. When within about 7 units they slowly pursue the player, stopping when very close. The player can attack with Space or F, or the mobile Axe button. Attacks have a short cooldown of about 0.55 seconds and a visible approximately 0.42-second axe swing animation. A hit affects enemies within about 2.8 units and in front of the player, removes one of each enemy’s two health points, knocks them back, briefly brightens their emissive material, and hides them when defeated. Do not create a complex inventory, ammo, health bar, or weapon system beyond this axe attack.

Include a scripted supernatural “drowned” entity encounter. The entity is a much larger grotesque low-poly humanoid with a tilted faceted purple-gray face, one pale gold eye and one black empty eye, a dark mouth line, elongated uneven arms and legs, black rib details, dark shoulder armor, a bright mauve chest sigil, a crown of spikes, floating violet shards, and three rotating aura rings. It is initially invisible. Trigger an early encounter after a short opening delay and also allow later encounters when the player is in the central dark area and the scare cooldown expires; optionally retain a hidden debug-style T trigger only if needed for testing, but do not expose it in the normal HUD. Spawn the entity several units away, facing the player, then have it advance toward an attack anchor about 2.35 units from the player over roughly 3.8 seconds while its body and aura twitch/rotate. During the event, freeze normal movement, add strong camera shake, flash the screen with a brief magenta/red curse effect, and display the Arabic whisper “لا تتنفس” near the top. Play a brief descending distorted tone/noise scare if audio is available. At the end, hide the entity and release the player; there is no conventional health/death system shown in the code.

HUD should be fixed over the 3D view and styled like an austere occult interface: dark translucent panels, thin mauve borders, serif typography, pale lavender-gray text, text shadow, and a strong dark radial vignette. At top-left display “HOLLOW MERIDIAN · الأرض الملعونة.” At top-right, right-to-left, display an Arabic shard counter initially “الشظايا 0 / 3” and a state line initially “السماء تراقبك”; while the player is close to the central dark region, the state can change to “هناك شيء يتنفس قربك.” At bottom-left show the Arabic objective panel: “مهمة الظل” and “اعثر على شظايا الذاكرة الثلاث داخل أطلال برج الأجراس.” with controls “WASD / الأسهم حركة · Shift ركض · Space / F ضرب بالفأس · E تفاعل”. Show a tiny circular crosshair at screen center. Put interaction prompts centered low on screen and hide them when no NPC or shard is nearby. Dialogue appears as a wide dark box near the bottom center and fades after several seconds. Add the bottom-right mobile directional controls, with run and axe buttons, while keeping them subtle on desktop. The overall experience should be quiet, oppressive, foggy, and supernatural, with continuously pulsing lights, moon/iris movement, drifting fireflies and ash, rotating shard rings, and no extraneous menus or mechanics.

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