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Arcade › Night Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. John Harvey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Night Run yet. Play it, then tell John Harvey what you would add next.
Night Run was built by John Harvey 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 Night Run 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 browser-playable Three.js first-person survival game titled "Night Run". The scene is a very dark nighttime forest road: use a nearly black-blue background and exponential fog, a large dark ground plane, and a long narrow charcoal road about 18 units wide running through the woods. Populate the forest procedurally with many simple low-poly pine trees on both sides of the road, made from brown faceted cylindrical trunks and very dark green conical foliage. Use subtle blue-gray hemisphere/moon lighting, strong fog, and no shadows for the stark low-light atmosphere. The player is an invisible first-person character with the camera around 1.7 units high. Begin with the player near the road at z=12, facing down the road toward negative z. The destination is a stylized cyan-blue glowing truck parked far ahead at approximately (0,0,-96). Build it from simple boxes: a blue/teal rectangular truck body, raised cabin, and four black wheels, with a bright cyan point-light aura and a pulsing pale-cyan beacon above it. The truck should visibly glow through the fog and gently bob/pulse. The main mechanic is to run toward the truck while avoiding Slenderman. Model him as a tall, unsettling low-poly humanoid: long dark legs, a white rectangular torso/shirt, very long dark arms, and a pale featureless spherical head, with faint red eye light. He starts behind the player around z=28, faces the player, and stalks/chases dynamically. If he is far away (over about 45 units), reposition/interpolate him to a location behind and offset from the player; when closer, move him toward the player with speed increasing as he approaches. Add slight vertical/jitter motion, red-eye pulsing, and make the fog thicker and ambient light dimmer as he gets close. If he comes within 2.6 units, show the loss state. Movement must support desktop and mobile. On desktop, WASD or arrow keys move forward/back/strafe relative to the camera yaw; Shift enables sprinting. Normal speed is about 8 and sprint speed about 12.8, with a subtle head-bob and widened field of view while sprinting. Clamp the player to the world bounds and prevent walking through tree trunks. Use mouse look after clicking/pointer-locking the canvas, with yaw and pitch limits. On mobile, show a left virtual joystick for movement, a SPRINT button, and a LIGHT button; dragging elsewhere on the screen rotates the camera. F or the LIGHT button toggles the flashlight. The flashlight is central to visibility: attach a strong cool-white/cyan spotlight to the camera, aimed in the look direction with a cone around 22 degrees and range around 60, plus a tiny glowing bulb mesh and a faint local player light. It starts on and should be visibly useful in the fog. When off, hide the spotlight and bulb. Near Slenderman, make the flashlight intensity flicker slightly when it is on. Provide a start overlay/card over the dark game view. It should clearly show the title "Night Run", the description that a glowing truck is the only way out, that the player must keep the flashlight on, stay out of Slenderman's reach, and run; explain desktop mouse-look and mobile drag-look; warn that getting too close ends the game; and include a prominent light-blue "Start Running" button. Before starting, show a dark atmospheric camera view of the road/truck/forest and Slenderman. After starting, hide the card and request mouse pointer lock where available. During play, display a minimal HUD: top-left objective text such as "Reach the truck" and a changing message/instruction along the bottom; top-right distance to truck in meters. Update the objective to "Almost there" when within roughly 26 units and "Get in the truck" within roughly 7 units. On reaching within 5.5 units of the truck, win immediately, show the overlay again, label the outcome "You escaped", and display a message that the player made it to the truck plus a short survival description. On capture, show the overlay with outcome "Caught", message "Slenderman got you.", and a short warning to run again and stay in the light. Include a restart button in either end state. The game should use a dark cinematic minimalist low-poly horror aesthetic, with fog and flashlight contrast doing most of the visual work rather than detailed textures.