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LAWLESS

  • 3d
  • exploration
  • mystery
  • horror
  • puzzle
  • mobile
  • browser
  • atmospheric
0
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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. Website Work built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about LAWLESS yet. Play it, then tell Website Work what you would add next.

Make your own game

LAWLESS was built by Website Work 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 LAWLESS 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 LAWLESS

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 3D first-person/over-the-shoulder exploration mystery game titled “LAWLESS” (Arabic subtitle “بلا قوانين”), built with Three.js and designed to work on desktop and mobile. The game opens on a dark atmospheric title screen with a centered glassy blue-black card: large glowing cyan LAWLESS lettering, Arabic subtitle, and buttons for Start/ابدأ, Settings/الإعدادات, and an optional Install/تحميل button. The default interface language is Egyptian Arabic, with selectable English, French, Spanish, German, and Portuguese translations for the main menu and panels. Persist progress, settings, inventory, abilities, discoveries, and player position locally so the game resumes on the device.

Gameplay is a very dark, minimal 3D abandoned facility at night/interior, seen through a smooth third-person follow camera positioned behind and above the player. Use a muted blue-gray/black palette, heavy dark fog, sparse cyan and amber emissive lights, strong shadows, and simple low-poly geometry. The facility is a roughly 32-by-32 enclosed square room with a gray floor, four dark perimeter walls, a line of tall narrow pillars toward the far side, overhead cyan cable-tray lines, scattered small dark cylindrical debris, two blocky consoles, and a shallow blue-green water area near the far wall. The player character is represented primarily by a controllable player root (no required visible character mesh), so preserve the stark empty/anonymous exploration feeling. Include a dark blue glowing rectangular “Mirror of Memory” on the north wall, a locked-looking exit door on the south side, a hidden cyan symbol on the floor, and three small amber evidence objects placed around the facility: a photograph at approximately (-10, 6), a journal at (-3, 2), and a recording at (9, 5). The visual target is almost black with silhouettes and only occasional cyan/amber highlights, like the supplied screenshot.

The initial objective HUD at the top right reads in Arabic approximately “الهدف: لفّ في المنشأة المهجورة ودوّر على أي دليل” (Investigate the abandoned facility). Keep a fixed top-left cyan LAWLESS brand, top-right objective text, contextual interaction prompt near the bottom center, temporary subtitle messages, and a red danger vignette for anomaly moments. The HUD should be responsive: on touch devices show a translucent virtual joystick at bottom left, a camera drag zone on the right half, and compact contextual circular action buttons at bottom right for interact, jump/run action, special/flashlight, and pause. On desktop support WASD or arrow keys to move, Shift to sprint, Ctrl to crouch, Space or J to jump, E to interact, F to toggle flashlight, H to hide an object after the related ability is obtained, K to activate the hidden-reveal ability, I for inventory, M for the discovered map, and Escape to pause. Mouse movement while pointer-locked rotates the camera. The mobile action button should jump on a tap and sprint while held.

Movement should feel damped and responsive: walking speed about 3 units/second, sprint about 5.2, crouching about 1.35, jump velocity about 7 with gravity about 22. The camera follows with adjustable sensitivity and collision-aware positioning, and the field of view widens modestly while sprinting. Add subtle procedural ambient/room/wind audio plus footsteps, sprint steps, jump/land, pickup, flashlight, water, door, anomaly, and mirror sounds; allow separate game, music, and SFX volume controls, vibration toggle, graphics quality levels (low/medium/high/ultra), and camera sensitivity.

Core progression is investigation rather than combat. When close to an evidence object, show a context prompt and allow E/tap to inspect it. Collecting each evidence item makes it disappear, adds it to inventory/evidence, shows a subtitle such as “لقيت حاجة جديدة”, and updates the objective. The inventory panel is a translucent overlay titled “الأدلة / الحقيبة” and lists collected items with labels such as “صورة — أوضة مش موجودة”, “مذكرات — المكان بيراقب”, and “تسجيل — اللعبة بتفتكر”. After all three pieces are collected, change the objective to a sequence/puzzle at the consoles: “فكّ تسلسل 2 → 4 → 1”. Both consoles can be interacted with; if the player lacks all three clues, explain that the device needs the evidence. Once the player has the evidence, each console interaction advances a three-step sequence counter and displays progress (for example 1/3, 2/3, 3/3). At 3/3 trigger an unsettling anomaly: briefly show the red danger overlay, play an anomaly sound, display “تحب تهكر اللعبة وتعرف السر؟”, and present a centered choice panel titled “دخول مش مسموح” with “أيوه” and “لأ” buttons.

If the player accepts, grant the ability “كشف الخفي” (Reveal the hidden), save the hacked flag, and update the objective to use the ability and search for the hidden mark. The ability can reveal the previously subtle/hidden cyan floor symbol; near it, interaction changes to “اكشف الأثر”. Collecting the symbol adds “علامة مستخبية” to the evidence inventory and changes the objective toward finding the room behind the mark. Include the second ability “إخفاء الأشياء” as a progression requirement/state-compatible ability: when available, H hides a nearby non-current interactable object, makes it invisible temporarily, records a hidden-object discovery, and shows a subtitle about removing the object from reality. The exit door remains locked until the anomaly state is active and both “كشف الخفي” and “إخفاء الأشياء” are present; otherwise interacting with it says the door is locked by something unseen. If all requirements are met, transition to chapter 2.

Implement chapter 2 as a rough island/shore continuation called “تحت السطح”: clear the facility, change the background and fog to blue, create a flat rocky island ground with scattered low-poly rocks, a cliff/back wall, a cabin, and a larger glowing blue “Island Mirror” near the far side. Add the shore to the discovered map, show a chapter subtitle, and set the objective to approach the island mirror (“قرّب من المراية اللي على الجزيرة”). The mirror remains interactable and should show the eerie delayed-reflection message when approached. Do not add combat, enemies, weapons, health, or invented quest systems; the mechanics visible in the source are exploration, evidence collection, console progression, anomaly choice, abilities, map discovery, and mirror/door interactions.

Include a pause overlay with resume and save-checkpoint controls, graphics and vibration settings, an inventory overlay, and a discovered-map overlay. The map begins with “البداية” and adds named areas when the player travels: “الممر اللي اتفتح”, “جناح الأدلة”, “أوضة المراية”, “ممر الخروج”, and “الشط”; show only areas actually discovered and a small “you are here” marker. Use atmospheric subtitles in Egyptian Arabic by default, with the objective and major menu UI localized where implemented. The overall feel should be lonely, ominous, cinematic, sparse, and interactive, matching a nearly black facility with cyan HUD accents and glowing environmental details.

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