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Hollow Meridian

  • 3d
  • survival-horror
  • third-person
  • action
  • atmospheric
  • vertical-slice
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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. Rehan Ali Khan 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 Rehan Ali Khan what you would add next.

Make your own game

Hollow Meridian was built by Rehan Ali Khan 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.

Rebuild a dark, atmospheric 3D third-person survival-horror vertical slice titled “Hollow Meridian.” Use a Three.js-like real-time 3D scene with a PerspectiveCamera, soft shadows, ACES-style filmic tone mapping, blue-gray moonlight, warm flashlight beam, subtle exponential fog, and a nearly black blue-green night palette. The player is Mara Vale, a small original survivalist character: a dark cloth-clad capsule-like body, exposed skin-colored head, and a compact metal backpack. Start her just outside the front of a dim house at approximately (0, 0, 8.8), facing the house. The camera follows from behind at roughly 5.4 units, but frame the flashlight and central crosshair prominently so the view feels close and tense.

Build a simple explorable house compound from primitive geometry. The main house is a roughly 10 by 8 room with gray walls, a dark ground/floor, and an open outdoor yard around it. Add connected or nearby spaces: a small annex at the left/rear, a garage-like room to the right, and a warehouse-like room farther back. Include a wooden front door on the main house, initially locked, and a metal basement door inside/near the left side that is initially unlocked. Add two translucent blue-gray windows, sparse wooden furniture/cabinets inside, metal pipes, and dim ceiling light fixtures with a weak amber glow. Outside, create a wet dark yard/street surface, a rough wooden fence along the far edge with a central gap, a few simple tree-trunk posts, two barrels, and two tall rocks. Keep the geometry sparse, blocky, and ominous rather than detailed.

Light the scene with low blue ambient/hemi light and a strong cool directional moonlight casting shadows. Add a red point light in or near the house for an unsettling accent. Attach a warm, narrow spotlight flashlight to the camera/player, aimed toward the player’s forward direction, making the center of the view much brighter than the edges. Use fog and near-black background to obscure distant details.

Add one enemy called “The Silt Walker,” positioned inside the house around (2, 0, -1.5). It is a tall, hunched-looking dark green-gray humanoid made from an enlarged capsule torso and elongated oval head, with two tiny glowing orange-red eyes. Its behavior must match the slice: it patrols with slight side-to-side movement; when the player comes within about 7 units it investigates and displays “Something heard that.” It advances slowly while investigating, chases the player within about 4.5 units, and moves faster during the chase. At close range (under about 1.6 units) it damages the player for 12 health about once per second and displays “The Silt Walker tears at your coat.” If the player shoots it within 10 units, consume one bullet, stagger/recoil it briefly, and display “The shot lands. It recoils like wet rope.” Shots outside that range still consume ammunition and display “The report echoes through the house.” There is no enemy death mechanic in this slice; preserve the patrol/investigate/chase/stagger loop.

Implement the core interaction progression. On startup display the message “The rain has stopped. Find a way into the house.” for several seconds. The front door is locked until the player has the fuse; approaching it and pressing E before then displays “The front lock is dead. Something is scratching behind it.” Once the player finds the ceramic fuse under damp photographs near the interior furniture at approximately (-2, 0, -1.8), pressing E while close picks it up, sets the fuse objective state, and displays “Found a ceramic fuse under a stack of damp photographs.” Alternatively, interacting with the nearby unlocked basement door sets the same fuse state and displays “A fuse box hums in the dark. The house has a pulse again.” Preserve this exact unusual vertical-slice behavior. After the fuse is acquired, the front door can be toggled open/closed within about 2.4 units, rotating around its hinge; display “The door opens into the rain.” or “The door closes.” The basement door can also toggle open/closed. Near the starting point, pressing E displays “Save room: progress secured in the field notebook.” Add a brief scripted atmospheric trigger when the player first moves near the hall/front area: “The hall light flickers. A shadow crosses the far window.” and a subtle camera shake. There is no explicit victory screen.

Use a third-person movement controller with WASD/keyboard movement, mouse camera control, walking speed about 3.2, jump with Space and gravity, and an approximately 5.4-unit follow distance. Include equivalent coarse-pointer touch buttons for jump, use/fire, and interact/aim if building for mobile. Keyboard actions: E interact with nearby doors/items, F fire, R reload, Q heal, Escape pause. Shooting starts with 6 rounds loaded and 18 reserve; each shot reduces loaded ammo and has about a 0.45-second cooldown. Reload with R only when reserve ammo exists and the magazine is not full, filling the magazine to 6 and consuming reserve ammo, with “Reloaded.” feedback. Q restores 25 health up to 100 when health is below maximum, with “You bind the wound.” feedback. Start health at 100. At zero health pause the game and display “You collapse in the rain. Press Esc to continue.”

Create a restrained diegetic HUD matching a premium survival-horror prototype: fixed translucent charcoal panels with thin muted-gold borders and subtle shadow/blur. Top-left title panel reads “HOLLOW MERIDIAN · VERTICAL SLICE” in small spaced uppercase lettering. Top-right status panel shows HEALTH 100, AMMO 6 / 18, and OBJECTIVE Find the fuse in the house; after the fuse is acquired, objective text becomes “Restore power in the basement.” Bottom-left inventory panel reads “INVENTORY · 1-4 select” and contains four outlined slots labeled GUN, AMMO, MED, FUSE, with GUN highlighted in muted gold. Put a small pale-gold plus-shaped crosshair at screen center. Show contextual bottom-center prompts such as “[E] INTERACT WITH FRONT DOOR” or “[E] INTERACT WITH BASEMENT DOOR” when close to a door; otherwise show “[F] FIRE · [R] RELOAD,” and show “[Q] HEAL” when health is below 80. Display narrative/status messages in a centered dark translucent panel near the upper-middle of the screen, fading in and out. Maintain the screenshot’s composition: black rain-stopped night, a large warm flashlight pool on the house facade/interior, strong silhouettes, minimal UI, and quiet oppressive atmosphere. Do not add features not described here, such as additional weapons, enemy types, inventory systems, puzzles, cutscenes, or a completed ending.

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