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House of Quiet Rain

  • 3d
  • horror
  • exploration
  • atmospheric
  • mystery
  • third-person
  • rainy
  • short-game
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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. SK Shaurya built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

House of Quiet Rain was built by SK Shaurya 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 of Quiet Rain 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 of Quiet Rain

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 short atmospheric 3D first-person/third-person horror exploration game titled “House of Quiet Rain.” Use Three.js-style real-time 3D rendering in a compact, enclosed old house during a storm. Begin with a full-screen dark, vignetted intro overlay: centered card, serif uppercase title, the text “The storm began three nights ago. The house has been empty for eleven years.” and “Find out what happened to the Vale family. Keep the lights on.”, plus an “ENTER THE HOUSE” button. After starting, fade the overlay away and show a small centered circular crosshair, a top-left objective panel with a gold/tan vertical accent and dark translucent background, and bottom-center temporary interaction/status messages. Use subdued blue-gray storm lighting, near-black shadows, muted plaster and dark wood, a restrained desaturated haunted-house palette, soft fog, shadows, and a quiet cinematic mood. The screenshot’s interface is especially dark, with sparse tiny rain/light flecks, a circular crosshair, large translucent touch-control circles at the lower corners on touch devices, and serif cream-colored text.

Build the environment as a simple open-front house shell: a rectangular ground/porch area, house floor, front wall, back wall, side walls, and ceiling, with a sparse interior hall. The player begins outside/on the front porch at the front of the house, facing a slightly ajar-looking dark wooden front door. Put two rain-streaked blue-gray windows in the front wall. Inside, add hall divider walls and two closed doors: a basement door at the rear-left labeled by interaction text “Locked — something is scratching behind it.” and a study door at the rear-right labeled “The study door is locked.” Include an eight-step wooden staircase on the left leading upward, with a thin brass-colored rail. Upstairs should be sparse and visible through the open structure: a railing and a simple bed with a headboard.

Populate the house with sparse old furniture: two dark wooden tables (one left and one right), two chunky wooden armchairs farther back, and a dark cabinet at rear-right. On/near the furniture place interactable investigation objects: a red diary on the left table with the message “A diary page: “He is upstairs when the rain stops.””; a scratched family photo near the right cabinet with “The faces have been scratched away.”; a small brass drawer handle near the cabinet with “A narrow drawer catches on something.”; and a visible brass key marked STUDY with “A brass key marked STUDY.” Add a brass hallway light switch with “Flip the hallway switch.” Objects should be discovered by aiming the crosshair at them and clicking/tapping; interaction is raycast-based and only the nearest aimed interactive object responds.

Implement the exact progression: initial objective is “Reach the front door.” Clicking the front door while the player is inside the front threshold makes it disappear/open, shows “The door gives way with a wet groan.”, and changes the objective to “Explore the house. Find a key and a clue.” (The player starts outside, so they must move toward the door first.) Clicking the hallway switch toggles the hallway point light between a brighter state and a very dim state and displays either “The hallway light flickers on.” or “Darkness settles in.” The key can be picked up; hide it, set hasKey, show “Picked up the STUDY key.”, and change the objective to “Unlock the study door upstairs.” Clicking the study door without the key says “Locked. The key is close.” With the key, hide/open it, show “The lock turns by itself.”, and change the objective to “Read the diary and decide what to do.” Clicking the diary or family photo displays its clue text and removes it from the scene. After the first clue, ask the player to “Find another clue.” After both clues, set the objective to “The house is watching. Reach the upstairs bedroom.” There is no explicit ending sequence; preserve this open-ended final objective.

After the player has moved into the rear of the house (z/depth equivalent less than about -2.5) and has collected at least one clue, trigger a scare: reveal a nearly black humanoid silhouette made from a dark torso/capsule and round head at the end of the hall, show “A shape moves at the end of the hall.”, and have it slowly pursue the player. If it reaches roughly 1.35 world units, hide it, move the player back toward the front by about 2.5 units, and show “The hallway is empty again. You hear breathing upstairs.” Keep the enemy as a shadowy, non-gory apparition. Periodically flash the storm background to pale blue-white for about 90 milliseconds and show “Thunder rolls somewhere beyond the hill.”, with thunder intervals of roughly 8–17 seconds after an initial delay.

Add continuous rain outside as hundreds of small blue-gray points falling downward around and beyond the house, looping when they fall below the floor. Use a blue-gray fog extending through the house and rain area, cool hemisphere fill, a cool directional moon/storm light with shadows, a flickering cool hallway point light, and a brighter porch point light. Include small cool emissive ceiling bulbs. Give the front door, furniture, walls, staircase, cabinet, bed, railing, and floor simple rough physically based materials; windows should be translucent blue-gray glass. The player is a small low-detail humanoid with a muted blue-gray body and skin-toned head, visible in third-person when using the default follow camera. Support movement and jumping through the provided third-person controls (keyboard/gamepad and touch-friendly controls), with a follow camera positioned behind the player; also preserve the intended horror-game first-person feel with the fixed center crosshair and a flashlight/sleeve/hand viewmodel that can be present as a camera-attached visual. Movement speed should be moderate (about 2.7), with gravity and jump behavior, and the player should collide with house geometry rather than walking through walls. Make the game responsive to window size and usable on coarse/touch pointers. Do not add combat, inventory UI, health, score, ammo, or unrelated enemies; the core loop is walking through the storm-dark house, aiming at objects, clicking to investigate, finding the STUDY key and two clues, opening the study, and surviving the quiet apparition encounter.”

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