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Midnight Veil

  • 3d
  • third-person
  • exploration
  • dialogue
  • occult
  • noir
  • atmospheric
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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. smok mirrorz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Midnight Veil yet. Play it, then tell smok mirrorz what you would add next.

Make your own game

Midnight Veil was built by smok mirrorz 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 Veil 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 Veil

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 third-person exploration and dialogue game titled “Midnight Veil.” The player controls Viv, a small stylized blocky character, inside a dark occult detective office called “The Alliance · Midnight Veil Office.” Use a fixed third-person follow camera with a moderate perspective angle, keeping the player and room visible; allow camera-follow movement through the room rather than a first-person view. The environment is a compact enclosed rectangular office with a nearly black navy background/fog, dark aged hardwood floor, deep green walls, and Art Deco brass/gold trim. Build the room from simple low-poly forms: back, left, and right walls; repeated thin gold vertical and horizontal trim; brass wall panels; a dark purple occult rug; a cypress-brown ritual desk near the back-left; a desk chair, brass round table lamp, desk inlay, folders/case files, and a metallic meteoric-iron dagger on or around the desk. Add a black salt circle on the floor toward the right side of the rug. Light the scene dramatically with cool blue ambient/hemisphere light, a warm golden directional light, a warm orange lamp point light, and a subtle pale-blue glow. Enable soft shadows, dark fog, and a restrained cinematic palette of charcoal, midnight blue, green, brass, amber, cream, and purple.

Viv starts near the desk, and Ruby, another stylized blocky character, stands on the right side of the room near the black salt circle. Both characters should idle with simple idle animation if available. Movement uses WASD or the arrow keys, with Space for jumping. Use a third-person controller with movement speed around 3.4, jump speed around 7, gravity around -22, and a follow-camera distance around 7. Keep movement disabled while dialogue is open.

The core mechanic is supernatural sight: initially the hidden “vévés” are invisible and the HUD says “SIGHT: DORMANT.” When the player presses V, toggle sight to “Awakened” and reveal glowing pale-gold occult line drawings. Place these hidden markings on the back wall as repeated angular/zigzag line motifs and place a star/flower-like geometric marking near the right-side ritual area. They should be thin luminous lines and remain invisible when sight is dormant. Pressing V again hides them and restores “Dormant.”

The goal is to explore the office, reveal the hidden vévés, and approach Ruby to negotiate. When Viv is within approximately 3.2 world units of Ruby, pressing E opens a bottom-center dialogue panel. Present these exact alternating conversation lines, one at a time, with the speaker label and a Continue button: VIV: “The Société des Ombres is making moves. The feds are just pawns.” RUBY: “The Order's getting bold. Three of my seers went dark last week.” VIV: “The old powers are stirring. We're not just fighting for territory anymore — we're fighting for the city's soul.” RUBY: “You know what an alliance means in our world, Viv. Blood bonds can’t be broken.” VIV: “I’m prepared to make the sacrifice. Are you?” Advance with the Continue button or Enter; after the final line, close the dialogue and reset the conversation to its beginning for the next interaction.

HUD styling should match a literary occult noir interface. At the top-left show widely spaced uppercase gold text: “THE ALLIANCE · MIDNIGHT VEIL OFFICE.” At the top-right show pale mint text with two lines, “SIGHT:” and the current state, initially “DORMANT.” At the bottom center show a dark translucent rectangular instruction panel with a thin brass border and cream serif text: “WASD / arrows to move · Space to jump · V reveals the hidden vévés · E near Ruby to negotiate”. During conversation, show a wider dark navy/black translucent dialogue box above the hint area, outlined in brass/gold, with gold uppercase speaker text, cream serif dialogue text, and a gold Continue button. Keep the overall presentation quiet, atmospheric, minimal, and cinematic, with no combat, score, health, inventory, or extra gameplay systems beyond movement, jumping, sight toggling, and Ruby’s dialogue.

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