Skip to content

Arcade › Mystery Room

Mystery Room

  • 3d
  • escape-room
  • puzzle
  • exploration
  • low-poly
  • third-person
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. panthitaazx built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mystery Room yet. Play it, then tell panthitaazx what you would add next.

Make your own game

Mystery Room was built by panthitaazx 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 Mystery Room 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 Mystery Room

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-playable 3D escape-room exploration game titled “Mystery Room.” Use Three.js-style low-poly primitives and a third-person camera: the player is a casual female character viewed from behind, moving around with WASD or arrow keys, looking by dragging the mouse, and jumping with Space. The camera should follow the player at about 5 units distance with a 60-degree perspective view. Build a dim, cozy but somewhat stark interior with a brown wooden floor, blue-gray walls, ceiling, baseboards, soft fog, strong directional sunlight/shadows, warm lamp light, and a cool blue fill light. The main room is a large enclosed room with an exit door on the front/right side, a wooden desk/table with legs, a dark lockbox on top, a gold band and latch on the box, several cream-colored notes laid across the desk, a desk lamp, a bookshelf with colored books, a framed green picture, a wall clock, a window, and a dark teal rug. Use simple box/cylinder geometry with visible cast shadows and a low-poly stylized aesthetic. Include connected additional spaces farther along the scene: a study room and an archive/document-storage room, each furnished with a desk, cabinet/shelves, framed wall art, and a Thai room label; clicking their doors moves the player into the corresponding room and updates the current room name.

The core goal is to find the key and escape through the main exit door. Start with score 100 and 3 hints. Display a fixed glassy dark HUD overlay: “MYSTERY ROOM” at top left, Thai instructions for mouse look, WASD/arrows movement, and Space jump; at top right show current room, score, and remaining hints; at bottom left show an inventory that initially says there are no clues; at bottom center show contextual messages; and at bottom right provide a “คำใบ้” (Hint) button. Use Thai text throughout the puzzle UI, while retaining the English title and the final “ESCAPED!” heading.

Make the world clickable: raycast from pointer clicks into scene objects and open centered dark modal panels for puzzles. The first clue is a cream note on the desk reading “2 → 4 → 8 → 16 → ?”. Clicking it opens “ปริศนาที่ 1 — เส้นทางตัวเลข” with a numeric input; accept only 32, then mark it solved, add “เบาะแส 1: เลข 3” to the inventory, and tell the player they received clue number 1: digit 3. The desk also has three separate small papers labeled “-2.5”, “√2”, and “1.5”. Clicking each adds its corresponding paper to inventory; once all three have been clicked, open “ปริศนาที่ 2 — เรียงจำนวน” and ask the player to order them from least to greatest using a select menu. Accept only “-2.5 < 1.5 < √2”; on success add “เบาะแส 2: เลข 7” and report that clue digit 7 was received. The wall clock should visibly show hands at 12 and 4, and a nearby note should read “เข็มยาว 12 / เข็มสั้น 4”. Clicking that note, or the lockbox, opens “ปริศนาที่ 3 — กล่องล็อก”: explain that the long hand points at 12 and short hand at 4, and combine clue digits 3 and 7 with time 4:00 into a four-digit code. Include a clickable numeric keypad and four-digit input; accept only 3740. On success mark the third puzzle solved, turn/open the lockbox visually gold, add “กุญแจ” to inventory, and tell the player to go to the exit.

The hint button should give hints for the first unsolved puzzle in sequence. Each hint consumes one of the 3 hints and subtracts 10 points. For puzzle 1, provide successive hints about observing the number relationship, multiplying by the same number, and that every number is multiplied by 2 so the answer is 32. For puzzle 2, provide hints to compare positive, negative, and square-root values, note √2 is approximately 1.41, and give the correct ordering. For puzzle 3, provide hints to inspect which numbers the clock hands point to, explain the long hand at 12 means minute 00, and derive 4:00 combined with 3 and 7 as 3740. If no hints remain, show that all hints have been used. Wrong answers should leave the modal open and show a red error message; solved clues should not repeatedly award inventory items.

Clicking the main exit before obtaining the key should show “ประตูล็อกอยู่ — ต้องหากุญแจก่อน”. Once the key is found, clicking it should set the game as escaped and open a modal titled “ESCAPED!” with Thai success text and the final score, while allowing a button to close the modal and continue in the room. Clicking ordinary furniture should show contextual exploration messages rather than inventing extra puzzles. Include subtle animation state changes for the player (idle, walk, run, jump/fall/land) if an animated character asset is available, plus shadows, tone mapping, fog, and responsive resizing. Keep the game state variables explicit: score, hints, room (main/study/archive), inventory, keyFound, escaped, and puzzleSolved flags for all three puzzles.

More free browser games

Browse the whole Arcade →