Arcade › Kurohama Fog
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Luka Marini built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Kurohama Fog yet. Play it, then tell Luka Marini what you would add next.
Kurohama Fog was built by Luka Marini 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 Kurohama Fog 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 short atmospheric third-person 3D walking horror game titled “Kurohama Fog” (the in-game briefing can read “Last Train in Kurohama”). The player controls a casual male humanoid avatar and must walk north along one long road from Room 1 / Apartment 204 at the southern edge of Kurohama to a convenience store at the far end. Use a third-person follow camera positioned several meters behind and above the player, with WASD or arrow keys to move, Shift to run, and Space to jump. Movement should support walking, running, jumping with gravity, and animated Idle/Walk/Run states. Set the scene at suffocating midnight in a deserted Japanese town. Use a very dark blue-green/teal palette, dense exponential gray-teal fog that obscures the distance, subtle stars, strong vignette, low saturation, film grain/scanline noise, and slight camera/image jitter. The world is a long straight wet asphalt road running roughly south-to-north, with narrow raised sidewalks on both sides and intermittent yellow road markings. Add reflective dark puddles along the route. Surround the road with blocky, grimy low-poly urban buildings: the starting apartment at the south, an apartment block, a closed arcade, a clinic, and an empty office. Buildings should have dirty textured facades, flat dark roofs, sparse muted glowing windows, black entrances, red awnings, fluorescent bars, rooftop tanks/pipes, and occasional Japanese sign sprites such as 弐号室, 遊技場, and 診療所. Include rusty fire-escape platforms and rails on distant building sides, tall wooden utility poles with crossbars, and sagging overhead wires. Place simple street lamps along both sides of the road with sickly yellow-green bulbs and localized light pools. The opening location is beside the entrance to Room 1 / Apartment 204 near the southern end of the road. Place a closed door/entrance near the starting apartment and begin the player just outside it. Near the middle route include an abandoned white compact car parked partly beside the road, with a boxy body, roof, dark windows, wheels, and dim yellow headlights. Further north, place a row of three blue Japanese vending machines just off the road, each with a cyan-lit front panel and yellow coin panel, plus a Japanese vending-machine label. At the destination, build a small cream-colored convenience store across the road with a dark front window, counter, black door, red roof trim, a red sign reading “KONBINI,” and a bright/flickering warm fluorescent/neon strip. The store should cast a warmer orange/red wash that contrasts with the cold town lighting. Include ambient character encounters that are visible in the world but do not need combat. A creepy older male character starts farther up the road and slowly follows/stays behind the player, maintaining a position roughly several meters behind as the player advances; at the ending he is standing outside the convenience store. Place two husky dogs along the route (one around the arcade/middle section and one farther north), using idle animated models. Do not invent weapons, health, inventory, enemies, or combat systems: the core mechanic is simply continuing forward through the fog while unsettling figures and sound cues build tension. The game begins with an on-screen start/briefing overlay. In the upper-left, show a dark translucent bordered panel reading: “LAST TRAIN IN KUROHAMA,” “Room 1 — Apartment 204,” “Make it across town to the convenience store.” and “WASD / arrows move · Shift run · Space jump.” Put a pale yellow-green “BEGIN WALK” button in the upper-right. At the bottom center show a dark translucent hint box initially saying “The fog is thick tonight. Keep moving.” After starting, enable audio and change hints as the player crosses route zones: near the apartment, “Room 1 is behind you. Do not look back.”; in the dog/arcade section, “A dog is barking somewhere beyond the fog.”; through the central section, “The giggling stopped. That is worse.”; near the vending machines, “The vending machine is still warm.”; and at the store, “The convenience store lights turn on by themselves.” Play a low ominous drone, periodic footsteps while moving, a bark in the middle section, and distant unsettling giggling in the northern section. Flicker the convenience-store lighting and neon subtly. When the player reaches the convenience store area, trigger the completion state without a separate combat encounter: briefly darken/fade the screen, keep the store lights on, and replace the upper-left status with “You made it across Kurohama.” followed by bold text “But the old man is standing outside the store.” Preserve the restrained low-poly geometry, heavy fog, sparse lighting, grimy materials, cold midnight atmosphere, and cinematic horror presentation throughout. Make it playable on desktop and narrow/mobile screens, with the HTML HUD layered over the WebGL view and no debug overlays.