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Arcade › In the Bedroom
Click the game above and it runs right here in your browser. No download, no installer, no account needed. nathan inwoba built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about In the Bedroom yet. Play it, then tell nathan inwoba what you would add next.
In the Bedroom was built by nathan inwoba 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 In the Bedroom 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.
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 desktop-first first-person 3D horror exploration game titled “In the Bedroom.” Use Three.js-style rendering with a dark, clean low-poly horror aesthetic, a nearly black scene, strong vignette, cold blue moonlight, dim warm bedside-lamp light that flickers, fog, deep shadows, and occasional red scare flashes. The opening view should feel almost pitch black except for the small white circular crosshair at screen center and the HUD: upper-left narrative text with a thin dark-red vertical border, and upper-right “Clues: 0/4,” “Sanity: 100%,” and “Battery: 0%.” The player wakes in one enclosed bedroom and explores in first person. The room is a square approximately 8 by 8 units with a dark old-wood floor, a muted deep-red rectangular carpet, four dark walls, and a low ceiling. The north wall has a black multi-pane window; occasionally a pair of glowing red eyes can appear outside it. Place a double bed on the west/left side of the room, a dim bedside lamp beside it, a television cabinet/dresser against the south/east side, a fallen chair on the right, a dark mirror on the east wall, a closet door on the east side, and a bedroom door in the south wall. Use low-poly furniture, with realistic freely available/Kenney-like bed, lamp, television cabinet, and chair assets if available, and a low-poly zombie-like creature with glowing red eyes for the threat. Include a blood stain under/near the bed. Collide the player against the room walls, bed, cabinet, chair, door, and hallway walls. The goal is to investigate the changed bedroom, find and inspect four clues, obtain the bedroom key from the drawer/cabinet area, unlock the bedroom door, travel down the dark hallway, and open the final hallway door to win. The four interactable clues are: a torn diary on the bed, a crooked handmade doll on the floor, a dark mirror on the east wall, and a note pinned to the bedroom door. The interaction system should only show an E prompt when the player is close and looking toward an object, with a small rectangular prompt near the lower center. The clue text should be: diary: “The diary says: ‘It waits where you sleep.’”; doll: “The doll turns its head by itself. A key shape is stitched on its back.”; mirror: “In the mirror, something is standing behind you.”; door note: “The note reads: ‘The key is in the drawer. Do not open it twice.’” Each clue can be used once, increments the HUD clue count toward 4/4, reduces sanity by 7, and triggers a brief red scare flash/stinger. After the second clue, release the monster from the closet and begin hunting; the monster can also be released by hiding under the bed or when sanity reaches zero. Place a small brass bedroom key in the drawer/television-cabinet area. Press E while looking at it to take it. Taking the key immediately unlocks the bedroom door and makes it swing open automatically from its left hinge, accompanied by narrative text and a scare. The door should initially block the doorway; remove its collision when unlocked. The door prompt should explain that it is locked without the key, or allow unlocking when the key is held. Beyond it, build a narrow dark hallway extending away from the bedroom, with wood floor, low ceiling, dark side walls, several false door/frame shapes, pulsing red light near the end, and a final dark exit door. When the player reaches the final hallway door and presses E, show a win/end screen titled “You Reached the Hallway Door” with text that they escaped the bedroom but something is walking behind the hallway door. Add a flashlight in the drawer/cabinet area. The player must press E to pick it up; this starts it with about 35% charge and turns it on. F toggles it after pickup. It is a cool white-blue spotlight attached to the first-person camera and illuminates a limited cone in the darkness. The flashlight drains while on, faster in the hallway, and switches off with a scare message when empty. Add three individually collectible battery pickups: one near the dresser, one under/near the bed, and one in the hallway; pressing E raises charge (approximately 35%, 30%, and 45%) up to 100%. Show battery percentage in the upper-right HUD and color it red when low. Also place a black camera tablet in the drawer/cabinet area. Press E to pick it up, then T opens a centered faux-monitor overlay with a black/blue-green screen, scanline/static effect, cyan monospace styling, a header reading “HOME CAMERA TABLET,” a timer, camera label, and status message. T or E closes it, and C cycles four feeds: “CAM 01 • LIVING ROOM,” “CAM 02 • HALLWAY,” “CAM 03 • KITCHEN,” and “CAM 04 • PARENTS ROOM.” Use these exact types of atmospheric status messages: living room motion near the couch and curtains moving despite closed windows; hallway status changes based on whether the bedroom door is open and whether the player is there; kitchen mentions a stopped clock at 3:33; parents room can show “NO SIGNAL — red eyes visible for one frame.” While the tablet is open, pause normal movement and hide the interaction prompt. Implement first-person desktop controls: WASD or arrow keys to move, mouse pointer-lock look, Shift to run, F flashlight, E inspect/use/hide, T tablet, C switch tablet camera, Escape to close the tablet, and M to mute/unmute sound. Play short carpet footstep sounds only while moving, with faster cadence when running, plus brief synthesized stinger sounds for scares; do not use a constant ambient drone. Running should drain sanity slowly, and sanity should also drain while the monster is active. Include a small circular crosshair at the center, dark vignette around the view, narrative/tutorial messages in the upper-left, and title/end cards with dark translucent panels and restrained red borders. The title screen should say “In the Bedroom,” describe finding the flashlight and batteries, unlocking the bedroom door, and running for the hallway, with a “Start nightmare” button and a compact controls legend. The monster is a tall, shadowy low-poly zombie/creature with bright red glowing eyes. It begins hidden/invisible, appears from the closet once hunting starts, and moves toward the player. Its speed increases with nightmare/clue level and in the hallway; it should be visible in the room and capable of pursuing through the open doorway. If it reaches the player, or comes within close range, trigger a red flash and a full-screen stylized jumpscare overlay with red eyes and a dark mouth, then show an end card titled “It Found You.” Include hiding under the bed: when close to the bed, press E to crawl underneath. Move the camera low near floor level, force the flashlight off, and show a message telling the player to stay still. While hiding, the monster approaches the bed; if the flashlight is on or the player crawls out too early while it is close, the player dies. If the player remains hidden and still for roughly five seconds, the monster pauses beside the bed, then disappears back toward the closet and the player may crawl out safely. Keep the overall pacing tense and sparse: the room is mostly black, clues and small object highlights are revealed only when illuminated, lamp flickers and red eye glimpses provide intermittent scares, and the main gameplay is careful exploration, object inspection, hiding, and escape rather than combat.