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Holy Bible Game

  • 3d
  • narrative
  • exploration
  • cinematic
  • bible
  • third-person
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Steven George built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Holy Bible Game yet. Play it, then tell Steven George what you would add next.

Make your own game

Holy Bible Game was built by Steven George 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 Holy Bible Game 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 Holy Bible Game

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 browser-based 3D narrative exploration game titled “Holy Bible Game — Creation,” focused on Genesis 1–3. Use a serious, restrained cinematic presentation with a dark blue-green color palette, classic serif typography, subtle translucent HUD panels, and a Three.js-style third-person world with soft shadows, fog, and a slowly brightening dawn atmosphere.

Opening screen: show a full-screen darkened view of the world behind a centered rectangular start card. The card is dark and semi-transparent with a thin light border, large serif heading “Creation,” explanatory text: “Genesis 1–3, presented as a serious cinematic experience. The opening sequence is observed, not controlled. After Adam is formed, the garden becomes playable.”, and a “Begin Chapter” button. At top left, display the small uppercase title “HOLY BIBLE GAME” and below it “Creation · Genesis 1–3.” At top right show the controls: “WASD / arrows move · Shift run · Space jump / E interact · V camera · drag to look.” At the bottom center show a translucent status message, initially “A cinematic witness to the beginning.”

When Begin Chapter is pressed, hide the start card and run an approximately 18-second unskippable cinematic witness sequence. The player has no control during this sequence. Use a wide perspective camera that slowly travels through the environment, orbiting slightly while moving forward, looking toward the center of the garden. Start in a very dark, quiet “creation” phase and gradually transition to a muted dawn: the enclosed sky changes from near-black blue (#071018 / #10202a) to pale blue-green, fog remains present, sunlight and hemisphere fill lighting intensify, and the water becomes more opaque. Update the bottom status text by time: opening creation observed in silence; light and ordering of the created world; land, waters, vegetation, and living things; the completed created world comes into view; then the sequence approaches creation of the man. Keep the camera explicitly observational rather than player-controlled.

Build the environment as a large flat green garden ground plane, with a broad circular tan/gray shore area around a circular blue-green water pool on the right side of the garden, plus a smaller blue-green river pool in the distant left/back area. Add a narrow tan garden path running through the central area. Populate the world with stylized low-poly natural assets: several trees around the perimeter, bushes, clumps of tall grass, and scattered rocks. Use natural green, tan, muted teal, and blue-gray materials. Include atmospheric exponential fog and four lighting roles: a warm directional morning sun with shadows, pale sky hemisphere fill, cool blue rim light, and a subtle warm garden accent. The scene should feel sparse and reverent, with no buildings, enemies, combat, inventory, or invented named lore.

At the end of the cinematic, reveal Adam at the starting area near the path and switch to playable third-person exploration. Adam is a human character model in the garden, with idle, walk, and run animation states. The camera follows him from roughly 5.8 units behind in third-person mode. Support WASD and arrow-key movement, Shift to run, Space to jump, gravity, and mouse/touch dragging to look. Press V to toggle between third-person and first-person camera modes. The player can move across the garden, shore, path, and around the water. Do not add combat, health, score, collectibles, quests, or enemies.

Add exactly two simple proximity interactions. Place one interaction at the circular garden/water area, labeled “The garden,” with prompt text “E · Observe the garden.” Place the other near a tree at the far side of the garden, labeled “The tree,” with prompt text “E · Approach the tree.” When the player is within about 4 world units, show the prompt near the bottom center and display a rotating thin golden ring marker on the ground at the interaction location. Press E to activate the nearest interaction. For “The garden,” mark it completed, update the scene state to a Genesis 2 garden state, and show the status: “The man is placed in the garden to work it and keep it.” For “The tree,” mark it completed and show: “The tree stands within the garden, part of the created world.”

After the cinematic, update the status to: “Adam is formed from dust of the ground, and the garden becomes playable.” Maintain the top-left title and chapter HUD throughout. Keep the bottom status in a dark translucent blurred panel with a thin border; show interaction prompts in a separate bordered translucent panel above it. Include a full-screen dark fade layer for a subtle transition when the cinematic ends. Implement responsive resizing and preserve the dark serif visual style on desktop and mobile. Save/load the chapter state and Adam’s position to localStorage under a game save key, and expose state containing chapter/scene, camera mode, played events, and player coordinates, but do not surface debug overlays to the player.

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