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Arcade › Musée des Absences
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ambre Paitreault built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Musée des Absences yet. Play it, then tell Ambre Paitreault what you would add next.
Musée des Absences was built by Ambre Paitreault 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 Musée des Absences 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 exploration game titled "Le Musée des Absences" (French UI; title means Museum of Absences). The player explores a dark, atmospheric square museum gallery and discovers six strange glowing artifacts by walking close to them. Use Three.js-style real-time 3D rendering with a perspective FPS camera, mouse look, WASD or arrow-key movement, jumping/gravity, collision against the room, and a small circular crosshair centered on screen. Start the player near the south side of the gallery at approximately (0, 0, 11), facing into the room. The room is a large enclosed square, roughly 28 by 28 units, with a dark charcoal floor, four nearly black walls about 6 units high, subtle aged-gold architectural trim near the upper walls, and a central ceiling beam. Use very low-key lighting: deep navy-black background and fog, cool moonlike directional light, dim blue ambient illumination, a warm point light near the center, and violet light from one side. The overall visual style is minimalist, nocturnal, mysterious, museum-like, with strong shadows and restrained bronze/gold accents. Add small floating bluish-violet dust motes throughout the air. Arrange six hexagonal dark pedestals in two rows, each at x positions -8, 0, and 8. Put the first row toward the far wall at z=-6 and the second row nearer the middle at z=4. Each pedestal has a broad low hexagonal base, a tapered dark stem, and a thin bronze/gold top. On each top, place a hovering or elevated stylized artifact around y=2.15, slowly rotating and bobbing subtly: 1) At (-8,-6), "Le Cœur de Verre": a vertically elongated faceted blue glowing crystal/octagonal diamond. On approach, show exactly: "Une pulsation bleue traverse ce cristal. À chaque battement, votre ombre semble avoir une seconde de retard." 2) At (0,-6), "L’Œil qui se souvient": a flattened violet glowing eye-like oval with a small amber iris in front. Show: "Il ne reflète pas votre visage, mais une salle identique à celle-ci — vide, sauf pour un socle encore plus ancien." 3) At (8,-6), "Le Sablier Inversé": an amber glowing hourglass made from two opposing faceted cones and a thin gold central stem. Show: "Le sable remonte. Les grains qui atteignent le sommet disparaissent avant de retomber." 4) At (-8,4), "La Couronne des Noyés": a violet glowing metallic torus/ring floating over its pedestal, slightly tilted. Show: "Un anneau métallique flotte au-dessus du socle. Une voix très lointaine prononce votre nom quand vous approchez." 5) At (0,4), "Le Visage sans bouche": a vertically stretched amber mask/face shape with two small glowing blue eyes and no mouth. Show: "Le masque est chaud au toucher. Ses yeux suivent quelque chose derrière vous." 6) At (8,4), "Le Fragment de nuit": a dark-blue/blue-violet glowing faceted icosahedral stone suggesting stars inside. Show: "Une pierre noire contient des étoiles qui ne correspondent à aucune constellation connue." Detection is purely proximity-based: if the player is within about 2.7 units of an artifact's pedestal, show its inspection card; otherwise hide it. If the player moves between artifacts, replace the card with the newly nearest artifact. Do not add combat, enemies, inventory, scoring, objectives, or interaction buttons. The card is a fixed HUD overlay in the upper-right: nearly black translucent panel, narrow aged-gold left border, soft shadow, warm cream title, and muted gray-beige description text. The title HUD is fixed at upper-left, reading "Le Musée des Absences" in uppercase-spaced warm cream/gold serif lettering. At the bottom center, show a translucent black instruction panel with a thin muted-gold border and the French text: "WASD / flèches pour marcher · souris pour regarder · approchez-vous des artefacts". Keep a tiny pale circular crosshair at screen center. The scene should resize responsively and remain very dark, with artifacts and occasional cool motes providing most of the visual focus. Include a few additional dim museum props around the outer aisles if available: obelisk-like statues at the sides/corners, a skull relic on the right rear side, and a crystal/pedestal relic on the left rear side; these are decorative only and have no interaction.