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Jack: Missing Road

  • 3d
  • first-person
  • horror
  • exploration
  • atmospheric
  • low-poly
  • survival-horror
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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. Apéro Kjkjj built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Jack: Missing Road was built by Apéro Kjkjj 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 Jack: Missing Road 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 Jack: Missing Road

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 playable first-person 3D atmospheric horror exploration game titled “Jack: The Missing Road.” Use Three.js-style real-time 3D rendering with a 72-degree perspective camera attached to the player, starting at the near end of an abandoned road in a dark forest at night. The player avatar is not visibly modeled; present the world from eye level, with normal standing height around 1.7 units and a lower crouched camera height around 1.25 units. Movement should be free 3D walking within a large bounded outdoor area, with mouse/touch look and keyboard movement. Use a very dark blue-black palette, heavy blue-gray fog, dim moonlight, and a strong forward-facing cold white flashlight cone that is the primary way to see. The overall visual style is low-poly, subdued, sparse, and cinematic, with silhouettes and limited illumination rather than bright colors. The attached view should feel nearly black in the distance, with the forest, road, props, and UI emerging faintly from the flashlight/moonlight.

World layout: make a broad dirt forest ground plane and a long, narrow abandoned asphalt road running roughly north/south through the playable area. Add subtle scattered road cracks. Place a small lake to the east of the road, crossed by a wooden bridge with a narrow deck and simple vertical rails; beyond it include a dark cliff and a short visible waterfall. Scatter low-poly leafy trees and dead trees around the forest, including near the road and lake. Add a remote abandoned house in the southwest/west area: a simple rectangular wooden building with a peaked roof, a dark door, and a small sign reading “HOUSE 17.” Add an abandoned warehouse to the east/northeast: a metal rectangular shell with a dark roof, red/dark locked door, and sign “NO. 3.” Add an old farm/barn structure to the west with a dark rectangular barn, peaked red roof, and a simple fence. Along the road and nearby forest place four cut tree stumps, five mysterious red/dark footprints leading away from the truck area, and an abandoned pickup truck near the road. The truck should be an environmental interaction point with the message: “The truck still smells like wet earth.”

Place three collectible clues in the world: a rusty key beside the remote house, a water-stained photographer’s note near the lake, and a torn photograph near the warehouse/road area. Make them small low-poly flat props that disappear when collected. Pressing E while looking directly at a nearby pickup, clue, or door should interact using a short forward raycast. The key is required to unlock the remote house door; before the key, interacting with the door says it is locked and that the key has a farmhouse mark. With the key, unlock the door and show: “The lock gives way. Something inside is breathing.” Interacting with the unlocked door shows: “The door is open, but the darkness is moving.”

Implement the objective progression exactly as an exploration chain: begin with “Find a way past the abandoned truck.” When the player comes within about 5 units of the truck, update the objective to “Search the road for a clue” and display “The truck is empty. Wet footprints lead east.” Collecting the note changes the objective to “Find the remote house,” and collecting it displays “The note says: ‘He followed the road backward.’” Approaching the remote house within about 8 units changes the objective to “Unlock the remote house.” If near the key location without having collected it, display “Something glints beside the house.” Collecting the key displays “Picked up a rusty key.” Collecting the torn photograph displays “The photograph shows a figure that is not in the frame anymore.” The code’s objective flow stops after the remote house is unlocked/interacted with; do not invent a different ending or combat system.

Include a distant supernatural watcher/enemy: a low-poly humanoid zombie-like creature initially standing around the forest road/house area, facing and watching the player. It has an idle animation if available, remains ominous and mostly distant, and subtly moves when within roughly 13 units. After a cooldown, if the player comes within roughly 22 units, it can randomly enter a short 3.5-second chase, moving directly toward the player at about 3.7 units per second and showing the hint “Branches snap behind you.” If it reaches roughly 2.2 units or the chase timer expires, relocate it to a position behind and to one side of the player, return it to watching, and show either “A shape crosses the beam.” or “Only wet footprints remain.” When it gets very close during its watching behavior it may vanish, with the message “The forest is empty again.” It is an atmospheric pursuer, not a combat enemy: provide no weapons, attacks, health, or combat HUD.

Player controls: WASD or arrow keys move relative to view direction; mouse drag or touch drag looks around. SHIFT enables sprinting, raising movement speed from about 2.4 to 4.4 units/second. C holds crouch, reducing movement speed to about 48 percent and lowering the camera. F toggles the flashlight. E interacts. Also support touch/mobile play: a left-side virtual joystick for movement, touch dragging elsewhere for camera look, a bottom-right flashlight button, and a bottom-center use/interact button. Keep the player inside approximate world bounds x=-48..48 and z=-68..23.

Flashlight and HUD: start with flashlight on and battery at 100. The flashlight drains continuously at about 0.18 battery units/sec, or 0.42/sec while sprinting; when empty, turn it off and show “The flashlight dies.” Toggling it should show “Flashlight on” or “Flashlight off.” Render a camera-attached translucent HUD overlay. In the upper-left, show a dark outlined panel with the title “JACK // THE MISSING ROAD,” the label “OBJECTIVE,” and the current objective in pale cream text. In the upper-right show “BATTERY” and a horizontal gold battery bar that shrinks with battery percentage. Along the bottom show the control legend “F flashlight   E interact   SHIFT sprint   C crouch.” Include two faint outlined circular touch controls/buttons labeled “LIGHT” on the lower right and “USE” nearer the lower center. Temporary narrative hints should appear centered near the lower-middle in a dark translucent box with pale text. Use small, cool gray-blue UI text and a muted gold objective/battery accent.

Lighting/rendering: use an almost black clear color, exponential blue-gray fog, dim hemisphere fill, a cold directional moonlight, and a bright narrow flashlight spotlight attached to the camera, with flashlight intensity nearly zero when disabled. Use rough dark materials for dirt, road, wood, and metal; muted blue transparent water; subdued red-brown material for the warehouse door, footprints, and roof accents. Favor silhouettes, fog, and flashlight falloff. Add a very subtle low drone after the first keyboard/touch interaction if audio is supported. The game should feel like a quiet, tense nighttime investigation with no jump, no inventory screen, no enemies beyond the single watcher, and no invented missions beyond the stated clue/objective interactions.

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