Skip to content

Arcade › Jack: The Missing Road

Jack: The Missing Road

  • 3d
  • first-person
  • horror
  • exploration
  • mystery
  • rainy
  • low-poly
0
Remix it Discord

0 plays

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.

Discussion

Nobody has said anything about Jack: The Missing Road yet. Play it, then tell Apéro Kjkjj what you would add next.

Make your own game

Jack: The 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: The 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: The 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 first-person 3D atmospheric horror exploration game titled "JACK: THE MISSING ROAD". The player is Jack, exploring a dark, rainy forest at night to collect four clues and follow changing objectives. Use a Three.js-style real-time 3D scene with a 70-degree first-person camera, subtle exponential fog, near-black blue-green background, dim moon/hemisphere lighting, strong vignette, and a handheld flashlight cone attached to the camera. The visual style is sparse low-poly/asset-pack horror: dark green forest ground, a narrow black missing road running straight through the map, scattered pine trees, simple block-built landmarks, and a mostly obscured scene illuminated only by the flashlight and cool moonlight. Rain should fall continuously as many fine blue-gray streak/particles. Keep the overall screen very dark, like the reference screenshot, with a pale mint HUD and a centered plus-sign crosshair.

Build an open rectangular forest play space about 80 by 80 units. Place a narrow road about 5 units wide extending along the Z axis, with small pale road marks at intervals. Start Jack near the south end of the road at approximately (0, 0.25, 28), facing into the forest/road. Scatter roughly 54 tall low-poly pine trees on both sides of the road. Add four cut stumps and a line of eight small wet-looking footprints near the abandoned car. Important landmarks are: an abandoned vintage car beside the road around (-3, 0, 8); a remote house among the trees at approximately (-13, 0, -8); a rust-colored warehouse around (-17, 0, -22), with a darker roof; and an old wooden farm barn around (18, 0, 12), with a rust/dark roof. Add a dark teal lake at (19, 0, -18), roughly 22 by 14 units, a short wooden plank bridge crossing/along the lake, and a small waterfall/basin area near (19, 0.7, -10). World labels should appear as simple dark translucent text sprites reading "THE LAKE", "WAREHOUSE", and "OLD FARM" near those landmarks.

Movement must be first-person keyboard/controller movement: WASD to move, mouse-look through FPS controls, Shift to sprint, Ctrl to crouch/slow movement, and jumping supported by the first-person controller. Also provide the visible mobile/touch buttons shown in the reference: bottom-right "Flashlight" and "Interact" buttons. Keep the centered crosshair and allow E or the Interact button to examine nearby clues. The interaction range is short, about 2.2 units; when close, show a small bottom-center prompt such as "[E] A photograph in the car".

The flashlight starts on at 100% battery and drains continuously at about 0.8 percentage points per second while on. Press F or tap the Flashlight button to toggle it. Put a flashlight status readout at the upper right, initially "Flashlight 100%" (the screenshot may show a slightly drained value such as 98%), and automatically turn the light off when the battery reaches zero. The flashlight should be a pale green-white spotlight with limited range and a soft cone, making the dark environment readable only nearby.

Place exactly four collectible clue objects, small glowing/brass-gold rectangular pieces, at these positions and in this progression:
1) Near the abandoned car, at about (-3, 1.0, 7.3), titled "A photograph in the car". Its note text is: "The road is visible behind a blur of trees. In the corner: a child’s shoe, wet with lake water." After reading it, set the objective to "Find the house beyond the trees."
2) Near the house, about (-10.7, 1.0, -7.9), titled "A note under the floorboard". Text: "He watches from the tree line. Do not follow the footprints after the rain." The handwriting is Jack’s. Set objective to "Search the warehouse for a way across the lake."
3) At/near the warehouse, about (-17, 2.1, -19.1), titled "A brass key". Text: "Stamped with a tiny symbol: a road splitting into three paths." Set objective to "Use the key at the old farm."
4) At/near the farm, about (18, 1.2, 9.5), titled "The final field note". Text: "The creature was not hunting people. It was keeping them away from the lake." Set objective to "Reach the bridge. Something is waiting in the forest."

When a clue is collected, hide it, increment the counter, display a brief "Clue recorded." message, and open a dark field-note modal containing the clue title, text, and a Close button. Escape or Close dismisses the note. The upper-right HUD must show "Clues 0 / 4" initially and update through 4 / 4. The upper-left HUD must show the title in bold spaced lettering and the current objective, initially exactly "Objective: Find the first clue near the abandoned car." At four clues, show the message "The forest watcher steps closer. Reach the bridge." Do not add combat, weapons, inventory, puzzles, or enemies beyond the watcher described below.

Add a stalking forest watcher creature that is initially invisible. It is a simple nearly black capsule-like humanoid body about 1.7 units tall with two tiny glowing orange-red eyes. After at least one clue has been found, it periodically appears for roughly 1.8 seconds at a random position about 14 units from the player, faces the player, then disappears unless it enters a chase. After three or more clues, if visible and within 9 units, it chases the player for up to 5 seconds at about 2.7 units per second, then vanishes. It is an unsettling visual threat only; implement no attack, health, death, or game-over system.

HUD styling should match the screenshot: full-screen dark transparent vignette, fixed HUD over the canvas, pale gray/mint text with subtle black shadow. Upper left: title and objective. Upper right: flashlight percentage and clue count, plus small desktop instruction text: "WASD move · Shift sprint · Ctrl crouch · F flashlight · E interact". Center: a pale mint plus crosshair. Bottom center: interaction prompt and temporary messages. Bottom right: translucent dark buttons with thin muted green borders, labeled "Flashlight" and "Interact". Use responsive layout for portrait mobile screens; keep the world almost black with only faint silhouettes when the flashlight is off.

More free browser games

Browse the whole Arcade →