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Inkbound Escape

  • 3d
  • first-person
  • horror
  • obstacle-run
  • survival
  • escape
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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. Sajjad Ahmed built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Inkbound Escape yet. Play it, then tell Sajjad Ahmed what you would add next.

Make your own game

Inkbound Escape was built by Sajjad Ahmed 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 Inkbound Escape 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 Inkbound Escape

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 horror obstacle-run game titled “Inkbound Escape.” Use Three.js-style real-time 3D rendering with a 68-degree perspective camera, fog, shadows, and a muted gray corridor. The player begins at (0, 1.2, 6) and must move forward down a long enclosed hall toward negative Z, reaching a final room around Z=-190. The corridor is approximately 16 units wide, 7 units high, and 300 units long, with a gray floor, dark gray side walls, and ceiling. Use a gloomy palette of gray, charcoal black ink, blood red, and warm gold lighting: a gray foggy background, soft overhead/hemisphere illumination, directional warm light, and a cool rim light.

The core goal is survival and collection. At the start, show a full-screen dark translucent overlay with a centered card titled “INKBOUND,” explaining: “Something with two heads is hunting you through the ink. Survive the obstacle run, then take the crucifix from the final room.” Include a red “ENTER THE HALL” button. Once started, display a first-person reticle, a top-left HUD panel reading “INKBOUND ESCAPE,” a status line, and a red progress meter that fills according to forward distance. Center-top objective text initially says “Reach the final room.” At the bottom, show controls: “B sprint · N jump · M crouch · F collect,” plus touch-friendly buttons for SPRINT, JUMP, CROUCH, and COLLECT.

Implement FPS movement with keyboard/mouse controls and mobile/action buttons. Normal movement speed is 4.2; holding B makes it 7.2. N jumps using gravity and jump speed; holding M crouches, lowering the camera from about 1.55 to 1.02 and changing the objective to “Crouched — keep moving.” F or the COLLECT button attempts to collect the crucifix. Keep a 120-second survival timer: the status displays a countdown such as “120s until the final room,” decreasing with elapsed play time. The crucifix cannot be collected until 120 seconds have elapsed. When the player reaches the final-room area before then, say “The crucifix is sealed until the timer ends”; after the timer expires, say “Find the crucifix and press F.”

Populate the corridor with 18 chunky box obstacles spaced every 10 units from roughly Z=-8 through Z=-178, alternating sides at X=-2.4 and X=2.4. Make them about 1.7 wide, 2.2 deep, and 1.3–2.2 high, with occasional black glossy ink material. Add short low black ink barriers across the route every third obstacle and thin glowing red warning stripes across the floor. Add a few barrels along the corridor at approximately (-4,-34), (4,-72), (-4,-126), and (4,-168). Obstacles should be physical blockers that require steering, jumping, crouching, or navigating around them.

At the far end, build a final room: a broad dark doorway/wall near Z=-193, side walls around X=±6, an altar at approximately (0,1,-200), and a golden metallic crucifix mounted above/behind it around (0,2.2,-200.65). The crucifix consists of a vertical and horizontal gold bar and has a warm point-light glow. It should be the collection target. When the player is within 4 units and the timer is at least 120 seconds, F/Collect wins. Change the objective to “The crucifix burns through the ink,” show a dark overlay with “ESCAPED” and text that the demon recoils as the crucifix takes the hell out of it, and provide a “PLAY AGAIN” button.

Add a pursuing ink demon behind the player. Use a humanoid zombie-like 3D model with a deliberately exaggerated two-headed silhouette: clone/add two dark ink heads offset left and right, glowing red eyes, and a blood mark. Place it initially behind the player around Z=12, scaled about 1.55, facing toward the player, with a looping run animation. Each frame, smoothly chase a point about 7 units behind the player, also following the player’s X position. If it gets within 2.2 units of the player, end the run with a dark overlay reading “CONSUMED” and text “The ink demon caught you. Run again and use B to sprint.” Change the button to “TRY AGAIN.”

Use glossy black ink material for barriers and demon details, dark rough wall/floor materials, red emissive warning stripes and blood, and a warm gold emissive/metallic crucifix. Preserve the sparse, ominous visual style shown: simple geometric industrial corridor, dramatic fog and shadows, red UI accents, translucent black HUD panels, centered white reticle, and no unnecessary scenery or mechanics beyond the timed escape, obstacles, pursuing demon, and crucifix collection.

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