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Midnight at Wonderworks

  • 3d
  • horror
  • survival
  • exploration
  • first-person-like
  • arcade
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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. AhmedOS10 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Midnight at Wonderworks was built by AhmedOS10 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 Midnight at Wonderworks 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 Midnight at Wonderworks

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 survival-horror exploration game titled “Midnight at Wonderworks.” Use a dark, atmospheric third-person Three.js-style presentation with a follow camera, a small capsule-shaped player avatar (the visible avatar can be minimal or mostly hidden), mouse drag to look, WASD or arrow keys to move, Shift to run, and Space to jump. Start with a full-screen near-black title overlay with a subtle blue-green radial glow and a centered translucent dark panel bordered in muted blue-gray. Show the label “ORIGINAL BROWSER HORROR SLICE,” the large uppercase title “MIDNIGHT AT WONDERWORKS,” the story text: “The toy factory has been abandoned for years. Three power fuses are still live. Find them, restore the exit, and get out before the blue mascot notices you.”, the controls line, and an “ENTER THE FACTORY” button. Clicking it dismisses the overlay, starts the game, and displays the opening message “The power grid is dead. Find the three live fuses.”

The playable space is a dim abandoned factory/service wing: a large rectangular dark concrete room with a charcoal floor, tall perimeter walls, fog, soft shadows, cool desaturated blue-green ambient lighting, a cyan fill light on the left, and a threatening red light toward the far/back area. Include simple interior partitions: a divider in the north/left area, a vertical divider toward the south/right, and office-like walls in the rear/right portion, creating routes through the room. Decorate it with industrial toy-factory props visibly matching the setting: two long conveyors near the back-left, two large machines (one back-right and one along the right side), stacked wooden crates in the right-rear and left-rear areas. Use low-poly/clean game-asset styling, very dark teal-gray materials, fog that obscures distant details, and a strong vignette around the screen.

The objective is shown in a fixed HUD at the top: a translucent black rounded panel on the left reading “WONDERWORKS · SERVICE WING” and “Find the live fuses: 0 / 3,” with the count highlighted warm yellow. On the right, show a matching panel with “Stay moving. Something is listening.” Add a faint glowing white-blue plus-shaped crosshair at screen center and temporary bottom-center messages. Place exactly three collectible live fuses around the room: one in the back-left area near (-9, 1, -12), one on the right/mid area near (10, 1, 3), and one in the rear-left/office-side area near (-9, 1, 10). Represent each as a small glowing amber/yellow vertical rectangular fuse core with a pale metallic ring around its upper section. They slowly rotate and bob subtly. When the player comes within close range, automatically collect it, hide it, increment the HUD from 0 / 3 through 3 / 3, and show “Fuse recovered.” For the final fuse show “All fuses live. The exit is opening.”

At the far back center, create a framed service exit: a muted blue-gray metallic rectangular frame and a dark closed door. The door starts solid and collidable. Once all three fuses are collected, remove/open the door, show “RUN. The service gate is open.” The win trigger is walking through the opening at the far back (player z less than about -14.5 and within about 2.2 units of the center x position). Then show a dark translucent end overlay with the title “You made it out,” text “The service gate unlocks with a reluctant hiss. The factory goes quiet behind you.” and a “Restart” button.

Add one enemy: a large blue mascot/monster character, visibly a blue demon-like toy mascot, initially positioned in the back-right area near (8, 0, -10), facing into the room. Keep it ominous and shadow-casting, with an idle animation if available. It should begin hunting as soon as at least one fuse is collected, or automatically after 12 seconds even if the player has not collected one. It continuously moves toward the player across the floor, rotating to face its movement direction. Use a slower approach speed around 0.75 units/second when farther than 7 units and a faster speed around 1.65 units/second when close. If it reaches within about 1.35 units of the player, end the game with a dark overlay titled “The mascot found you” and the text “The lights cut out. Whatever was in the mascot suit is no longer pretending to be a toy.” Include the same restart button. The game should stop updating after win or loss. Maintain collision boundaries for the room, partitions, floor, and closed exit door; prevent the player from falling below floor height, while retaining the specified jump with gravity.

Overall art direction: restrained browser horror rather than gore, nearly black backgrounds, cool steel-blue and teal tones, amber collectible glow, occasional red warning illumination, soft shadows, fog, sparse industrial props, translucent rounded HUD panels, uppercase spaced typography, and an eerie minimalist interface. Ensure the HUD remains readable over the 3D scene and the game is immediately understandable from the objective and end states.

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