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Arcade › Kalki Seven Cores
Click the game above and it runs right here in your browser. No download, no installer, no account needed. sangeetaahlawat30 built it with Cinevva, so it works on a phone or a tablet too.
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Kalki Seven Cores was built by sangeetaahlawat30 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 Kalki Seven Cores 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 browser-based third-person survival-horror prototype titled “KALKI // SEVEN CORES,” subtitle “Chapter 01: Maharashtra.” Use a dark, cinematic low-poly 3D presentation with a teal/blue-green night palette, heavy dark vignette and atmospheric fog, muted gray-green concrete, cyan glowing interactables, and occasional red light. The camera should follow behind the player at roughly a 5-unit distance with mouse look; support WASD movement, Shift sprint, Space jump, E interact, and C crouch, plus mobile touch controls. Begin with a full-screen darkened title overlay panel: kicker “ORIGINAL SURVIVAL HORROR,” large spaced “KALKI,” “SEVEN CORES,” “Chapter 01: Maharashtra,” buttons “NEW GAME” and “CONTINUE,” and the note that mouse look, keyboard, and mobile touch controls are supported. Hide the menu when either button is selected and start the playable scene. Build a compact Maharashtra-inspired blockout environment at night: a central dark road running north-south with a cross road, pale road marks, a walled residential area, a small house at the south/west side of the map, a large engineering-college block toward the north/east, a side college structure, courtyard, a maintenance/basement hatch, trees, an abandoned sedan, and two barrels. Use simple box-built architecture supplemented by a recognizable house, trees, car, barrel, and humanoid character models. Light it with cool ambient/moon directional lighting, soft shadows, exponential fog, and a red point light near the college/road area. The player is a third-person humanoid survivor called Kalki, initially standing near the house, with a simple fallback capsule until the character model loads. Include two infected/zombie enemies: one near the college and one on the road. They idle/patrol locally, detect the player within about 6 units, then chase at a slow pace; when within about 1.25 units they periodically deal 10 health damage. Return the player to the starting checkpoint with full health if health reaches zero, and display a blackout/checkpoint message. Implement the exact mission chain and interactable distances. Initial objective: “Search the house. Reach the engineering college.” Near the house, E changes the stage and journal entry to “The house is empty. A note mentions the college basement.” and objective “Reach the engineering college and find the basement entrance.” Near the college entrance, E changes the journal to “The engineering college is dark. Something is moving between the labs.” and objective “Find a way into the basement. Search the courtyard.” Near the hatch, E first records “A maintenance hatch leads below the principal’s office.” and changes the objective to “Descend into the basement and recover the glowing core clue.” A second E press at the same hatch changes the objective to “Collect the Seven Cores clue.” Finally, near the cyan-lit glowing faceted clue at the hatch, E collects it, records “CORE 01: A map fragment points west — Goa.”, marks the mission complete, opens a mission-complete overlay titled “THE FIRST CORE,” with text explaining that a fragment of the Seven Cores map unlocked a route into Goa and something in the dark heard the player, and changes the objective to “Mission complete. Goa chapter unlocked.” The glowing clue should be an emissive cyan/teal object with a small cyan point light. Place a medical-supplies pickup near the house; E collects it once, adds “medical supplies” to inventory, restores up to 25 health, and updates the objective to “Reach the engineering college. The road is not safe.” Keep a persistent HUD over the 3D view. Top-left: “KALKI // SEVEN CORES.” Top-right bordered translucent panel: “MISSION 1 — THE BEGINNING” and the current objective. Bottom-left bordered stats panel: HEALTH with numeric value and red bar, STAMINA with numeric value and teal bar, and the control legend “WASD move · Shift sprint · Space jump · E interact · C crouch.” Show a centered bottom interaction prompt only when close enough, with exact-style labels such as “[E] Search house,” “[E] Enter college,” “[E] Open basement hatch,” “[E] Recover clue,” “[E] Take the glowing fragment,” or “[E] Take medical supplies.” Start health and stamina at 100. Sprinting drains stamina, ordinary movement drains it more slowly, and stamina regenerates while not moving. Use restrained translucent black panels, thin teal borders, spaced uppercase typography, cyan highlights, and a dark radial/vignette overlay to match the survival-horror UI shown.