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HOUSEMATE

  • 3d
  • first-person
  • narrative
  • exploration
  • mystery
  • horror
  • branching
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. Grimhound Gaming built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about HOUSEMATE yet. Play it, then tell Grimhound Gaming what you would add next.

Make your own game

HOUSEMATE was built by Grimhound Gaming 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 HOUSEMATE 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 HOUSEMATE

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 first-person 3D narrative exploration game titled “HOUSEMATE,” presented as a dark live television reality-show set. Use Three.js-style rendering with a 72-degree perspective first-person camera, mouse look, WASD or arrow-key movement, Shift to run, Space to jump, and E to interact with nearby objects. The player starts at the front of a compact square indoor house/set, around (0,0,7), enclosed by dark low-poly modular walls and a tiled floor. Build the room from simple Kenney-like building and furniture assets: a front doorway in the south wall, two televisions on the north side, a coffee table and two chairs in the center, two wall/desk monitor screens on opposite sides, visible fake production cameras with glowing red lenses, and moody colored lighting. The overall visual style should be sparse, cinematic, low-poly, and unsettling: nearly black blue-gray surroundings, fog, cool white overhead/key illumination, a red point-light accent near the production area, and a blue accent light on the side. Add labels floating in the scene reading “DIARY ROOM” near the back-right area and “PRODUCTION” near the camera/production zone.

Populate the house with exactly nine stationary contestant character models, each a simple blocky animated character playing an idle animation, with floating name labels: MARA, JONAH, ELI, SERA, TESS, NOAH, IMANI, CAL, and RHEA. Place them around the living/production set in small groups, and show no combat. Play quiet concrete footstep sounds while the player moves. The game is a short mystery/adventure driven by proximity interactions, dialogue announcements, and branching choice panels rather than conventional scoring. At the top-left HUD show “HOUSEMATE // LIVE FEED.” At the top-right show “DAY 01” and “CONTESTANTS: 9.” Along the bottom show the exact control hint: “WASD / arrows to move · mouse to look · E to interact · Shift to run · Space to jump.” Use a centered translucent subtitle box for temporary announcements.

On starting, announce: “WELCOME TO HOUSEMATE. Please smile for the cameras.” Nearby interactables should be selected by distance when E is pressed. At the Diary Room in the back-right, open a modal choice panel titled “DIARY ROOM” with the text “The red light is on. The Producer is waiting.” Offer three choices: “Tell the truth about the cameras,” which increases clues by 1 and relationship by 1 and announces “PRODUCER: Thank you for being honest. We can edit that.”; “Ask who was evicted yesterday,” which increases clues by 2 and announces “The room answers in a different voice: THERE WAS NO YESTERDAY.”; and “Refuse to speak,” which announces “PRODUCER: Silence is still content.”

Make the left television an interactable future broadcast. When used, increase clues by 1, mark the house as changed, and announce: “The TV shows you entering the basement — twelve seconds from now.” After the house changes, shift the red light around with a slow sine-wave movement, shift the blue accent similarly, and tint the fog more reddish/dark to make the set feel wrong. Make the left production monitor an interactable choice point with a modal titled “PRODUCTION MONITOR” and text “Three feeds. One is labeled with your name.” Its choices are: “Switch to FEED 09,” which increases clues by 1 and announces “FEED 09: a contestant waves from behind the wall.”; “Pull the cable,” which increases votes by 1, announces “Every camera in the house turns toward you.”, and intensifies the red light; and “Leave it,” which announces “The monitor keeps playing after you walk away.”

Near the rear/basement access point, make the basement interaction conditional: if the player has no clues, pressing E announces “The basement door is sealed. A voice says: EARN YOUR ACCESS.” If the player has at least one clue, set the phase to basement, announce “A hidden staircase unfolds beneath the rug.”, move the player into a darker hidden extension beyond the house, and change the fog/camera distance to allow the basement area to be explored. At the hidden finale/control-room point, only allow interaction during the basement phase. Opening it should show a modal titled “THE CONTROL ROOM” with text “Banks of screens show every contestant who ever disappeared.” Offer three ending choices: “Broadcast the footage” -> ending title “ENDING: THE WITNESS” and text “You open every feed. The house goes dark. Somewhere, an audience begins to scream.”; “Destroy the master camera” -> “ENDING: THE SURVIVOR” and “The Producer loses the signal. The show needs a new voice — and you are the only one left.”; and “Take the Producer’s deal” -> “ENDING: THE PRODUCER” and “You sign the release. HOUSEMATE returns next season, hosted by you.” Show endings as a full-screen dark overlay with a centered bordered card and a “RESTART HOUSEMATE” button that reloads the game.

Keep all dialogue and choices in restrained broadcast-interface styling: dark translucent panels, thin pale cyan borders, small uppercase/letter-spaced headings, pale gray-blue text, cyan and red accent colors. Include atmospheric shadows, fog, red camera LEDs, and a subtle live-feed/production-set feeling throughout. Track the internal state values phase, relationship, clues, votes, room-shifted, and game-over so the interaction conditions and endings work exactly as described.

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