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House 333

  • 3d
  • horror
  • first-person
  • narrative
  • atmospheric
  • browser
  • walking-sim
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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. Marcus built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about House 333 yet. Play it, then tell Marcus what you would add next.

Make your own game

House 333 was built by Marcus 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 House 333 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 House 333

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.

Recreate a browser-based first-person 3D short horror story called “House 333.” Use a dark, cinematic Three.js-like presentation with a near-black blue-gray world, heavy fog, soft shadows, dim moonlight, red/orange practical lights, vignette, and occasional fade-to-black transitions. The game begins on a full-screen title card over a black/radial-gradient background: small red uppercase eyebrow “A SHORT HORROR STORY,” large cream serif title “House 333,” introductory text explaining that the player is house-sitting for a weekend, followed by the warning that a deer, gas station, stranger, and a house that should be empty are waiting along the way. Include a red outlined “Start the story” button. Explain that the drive is automated and that WASD or an on-screen control is used to explore once the player arrives.

After starting, show a short loading screen titled “Loading the weekend” with a red progress bar and changing messages such as “The owners left a spare key,” “The city is two hours away,” “The deer crossing signs were easy to ignore,” and “The road ahead is empty.” Then run a sequence of chapters with a persistent minimal HUD: top-left objective in a dark translucent panel with a red vertical accent, top bar showing chapter and time, centered narrative subtitles near the bottom, small contextual hints, and in first-person exploration a tiny white crosshair plus an interaction prompt reading “E / [action].” On mobile, provide touch interaction and a visible on-screen drive control pad.

Chapter 1, “The Road,” at 10:58 PM: show an automated nighttime drive down a simple straight dark road with pale lane markings, silhouettes of trees on both sides, fog, and a sedan model ahead/around the camera. The objective is “Stay on the road.” The subtitle says the road is empty and the radio whispers static; the hint says the drive is automated. Do not make this a normal drivable car section: it advances automatically, with optional WASD/arrow or touch gas, brake, left, and right controls visible for the drive presentation. After several seconds, stage a flat dark deer silhouette bursting from the trees and moving across the road; narrate that the player barely misses it, then continue toward the next exit for gas.

Chapter 2, “The Last Stop,” at 11:31 PM: transition to a bounded first-person FPS exploration scene at a lonely gas station at night. Build a flat paved lot, a low rectangular station building, red roof, canopy with trim and lamps, three fuel pumps, a lit store window, a dumpster, a payphone, a distant animated dog, and a simple cashier silhouette behind the window with glowing red eyes. Use WASD movement, mouse-look/first-person controls, E to interact, and boundaries that keep the player inside the lot. Objective starts as “Get gas and supplies.” Show an inventory panel in the upper-right, initially empty, containing collected items.

Make these gas-station interactions and progression exact: using a fuel pump adds “Full tank” to the inventory, says the pump shudders but the meter never moves, and changes the objective to “Talk to the cashier.” Talking to the cashier displays: CASHIER: “You picked a strange night to travel.” and points toward the hallway. Searching the dumpster adds “Batteries” and says a wet cardboard box hid a fresh pack. The payphone can be answered and whispers: “Don’t use the bathroom.” The bathroom door is locked until the cashier has been spoken to; before then it says someone is inside. After speaking to the cashier, opening it triggers a scare sequence: the door creaks open by itself, briefly fade heavily toward black, show “A face is inches from the mirror,” then return to the lot with the cashier gone and the hint “Get out of here.” Only after this scare may the player return to the car/exit.

Chapter 3, “The Neighborhood,” at 12:16 AM: use another short automated drive along a dark suburban street. Show a broad road, blocky dark buildings on both sides and sparse streetlights with warm glowing lamps. Narrate “The city looks warm and safe. That is the first lie.” The objective is “Follow the road to the cul-de-sac,” and after the short automatic drive transition to the house location.

Chapter 4, “House 333,” at 12:42 AM: create a bounded first-person cul-de-sac at night. Use a paved gray open area, curb, two neighboring blocky houses, street lamps, fog, and a central suburban house loaded/displayed as the destination, marked as House 333. The objective begins “Find the front door of House 333,” with narrative saying the last house is marked 333 and a key waits under the planter; then update it to “Get inside House 333.” When the player approaches the front-door area, present the interaction/continuation action. Opening it says the key is cold and the front door opens too easily, then provides “Enter House 333.”

Chapter 5, “The Quiet House,” at 1:05 AM: enter a small bounded first-person interior. Build a dark rectangular room with floor and walls, a brown sofa, a blank dark TV with faint blue emission, and a dark window. Start with objective “Make yourself comfortable,” narrate eating in front of the movie while the house settles, then objective “Watch the movie.” After a short wait, display “Three slow knocks” and offer “Open the door.” Opening it shows a neighbor on the porch smiling as if waiting, then a text message: TEXT: “We have cameras for extra security.” Next narrate tapping at the window and a flickering streetlight, then offer “Look outside.” Looking outside reveals a dark figure beneath the streetlight; instruct the player to lock the doors and call the owners, then offer “Call the owners.” The call says: OWNER: “Call the police. Now. House 333 has been abandoned for years.” The line dies. After a delay, narrate that police arrive, find no one, and only find a room full of strange things in the empty house next door.

Finale at 3:33 AM: transition to a nearly black small room with a dark wall and faintly blue-lit window, no exploration needed. Show chapter label “Finale,” objective “Stay awake,” and timed subtitles: “You drift off.” then “Tap. Tap. Tap.” then “A man cackles in the dark.” Fade fully to black and finally display “HOUSE 333.”

Use serif cream typography for story text and red accents for buttons, borders, chapter details, and horror lighting; use small uppercase sans-serif typography for objectives, hints, inventory, and prompts. Keep the tone restrained and atmospheric rather than combat-focused: there are no weapons, health bars, enemies to fight, scoring systems, or branching choices. The core loop is automated cinematic travel followed by walking through bounded locations, examining objects with a centered raycast interaction prompt, collecting the two inventory items at the gas station, and advancing a scripted horror narrative.

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