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Arcade › Midnight House
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jion Taylor built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Midnight House yet. Play it, then tell Jion Taylor what you would add next.
Midnight House was built by Jion Taylor 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 House 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 first-person 3D horror escape game titled “Midnight House,” set inside one small, dark haunted house at night. The player wakes locked inside and must explore the house, find a basement/front-door key in the west bedroom, avoid a stalking caretaker zombie, then use the key on the front door to escape. Use a Three.js-style first-person camera at eye height with mouse look and a dark, claustrophobic view: black surroundings and fog, strong vignette around the screen, dim cold blue moonlight, a weak warm flickering hall lamp, deep shadows, and a muted brown/red interior. Build the house from simple collision walls and a wooden floor: an open living room at the front/south, a central hall, a west bedroom, an east kitchen, a small closet-like area, and a front exit on the south/front wall. Include solid outer walls and interior dividers, a locked front door centered on the front wall, and a closed basement door as set dressing near the central hall. Furnish it with visible low-poly props: a living-room table with two fallen chairs and a rusty axe on/near the table, a cabinet in the west bedroom, a kitchen cabinet, a dark red stained rug in the living room, and a blood stain in the hallway. Add subtle glowing blue window panels in the bedroom and kitchen. Place a bright gold, rotating and gently bobbing key pickup on a small nightstand in the west bedroom, around the far west side; it should show an interaction prompt when the player is close. The player starts in the living room near the front/south side, facing into the house. Movement uses WASD or arrow keys, with mouse/pointer-lock look; holding Shift increases movement speed and makes noise. Press E to interact. Also support mobile with a virtual joystick for movement, touch-drag camera look, and a circular USE button. Show a small center crosshair. At the top-left, display the current objective in a translucent dark rounded panel; begin with “Find the basement key. Stay quiet. Escape through the front door.” At the top-right show “KEY: NO/YES” and “CAUGHT: 0” in a dark red status panel. When near the key, show “Press E / USE to take the key”; collecting it hides the model, changes KEY to YES, and updates the objective to “Key found. Unlock the front door before the caretaker catches you.” Near the front door, show either “Locked. Find the key first.” or “Press E / USE to unlock the front door.” If the player interacts with the locked door without the key, keep it closed and give the locked-door objective feedback. With the key, interacting hides/opens the front door, removes its collision, and wins the game with a centered dark overlay titled “Escaped,” explaining that the player unlocked the front door and escaped into the cold night, plus a Restart button. Provide a restart that resets the key, door, player, enemy, caught count, and objective. The caretaker is a low-poly animated zombie model (with a simple dark red capsule fallback if the model fails to load), initially positioned toward the back/west side of the house. It patrols/stalks by continuously moving toward the player while respecting the same rectangular wall/furniture collision spaces. It can see the player when within about 8 meters and there is no wall blocking line of sight; sprinting while moving also alerts it, and alert increases its chase speed. Use a walking animation if available. When close enough to the player, the caretaker catches them: increment CAUGHT, reset the player to the living-room start and the caretaker to its initial position, briefly intensify the danger/heartbeat visual, and allow another attempt. After three catches, end the game with a centered overlay titled “Caught,” text that the caretaker dragged the player back into the dark, and a Restart button. The caretaker should rotate to face its movement direction. Add a dynamic red danger vignette that strengthens as the enemy approaches or after being caught, while normally maintaining a heavy black edge vignette. Use a short interface click sound for key pickup, door interaction, and catches after user audio is unlocked. Keep the presentation low-poly and atmospheric, with simple box-built architecture, imported furniture/prop models, cool moonlight, warm flicker, fog, and horror-focused red accents. Do not add weapons, combat, inventory beyond the single key, hiding spots, random item spawns, a basement level, extra rooms, puzzles, or jump scares; the implemented goal is strictly find the key, evade the caretaker, and unlock the front door.