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Night Visitor

  • 3d
  • first-person
  • horror
  • atmospheric
  • story-driven
  • exploration
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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. Logan built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Night Visitor yet. Play it, then tell Logan what you would add next.

Make your own game

Night Visitor was built by Logan 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 Visitor 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 Night Visitor

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.

Rebuild a short first-person atmospheric horror/suspense game titled “Night Visitor.” Use a real-time 3D WebGL scene with a 72-degree perspective camera, mouse-look FPS controls, WASD movement at a slow walking speed, gravity, and a small white crosshair centered on screen. The player starts inside a dark, sparse suburban house in a living-room area, at approximately 11:47 PM during steady rain. The house is an enclosed single-story layout with a large living room, hall, kitchen, bedroom, and bathroom: gray floor, gray walls, dark ceiling, dark trim, a few windows showing blue-black glass, and front and back doors. Keep the visual style minimalist and low-lit, with deep navy/black shadows, cool moonlight, soft fog outside, rain particles visible beyond/around the house, and restrained realistic materials. Include a warm standing lamp beside an armchair, a coffee table, a television against the front wall, a phone on/near the table, and a concealed hiding spot beneath a desk in the back room. Use cool moonlight and dim ambient fill as the main illumination, a subtle blue TV glow, and a warm orange point light that turns on when the living-room lamp is activated. Render shadows, fog, and rain for a tense cinematic look.

The game is objective-driven and advances through timed story stages, while allowing the player to explore and interact by aiming the crosshair at objects and pressing E. Begin with a full-screen dark radial-gradient start overlay and a centered button labeled “ENTER THE HOUSE.” Once clicked, hide the overlay, lock the pointer for mouse look, begin looping quiet rain audio, and display the opening subtitle: “11:47 PM. The rain has been steady for almost an hour.” The persistent HUD should show the upper-left title “NIGHT VISITOR · 11:47 PM,” the current objective beneath it, “POWER: ON” in the upper-right, the center crosshair, contextual narrative subtitles near the bottom center, and lower-right controls text “WASD move · mouse look · E interact” plus “Click the screen to look around.”

The exact progression should be: initial objective “Turn on the living room lamp.” The player can aim at the lamp switch and press E; toggle the lamp’s warm light and show either “The bulb hums to life.” or “The room settles back into the dark.” Turning it on advances the objective to “Watch the television for a while.” and says “The weather report murmurs in the next room.” If the player interacts with the TV at this stage, advance to “Check the front window.” and show “A local notice scrolls across the screen: UNLAWFUL ENTRY REPORTED NEARBY.” Even without that interaction, after roughly 18 seconds advance to the same stage and say “Something brushes against the side of the house.”

Next, around 28 seconds elapsed, advance to “Read the message on your phone.” Play three slow knocks and show “Three slow knocks from the front door.” When the phone is interacted with at stage 2 or later, advance to “Look through the front window.”, show “UNKNOWN NUMBER: I can see the light in your living room.”, and change the phone to a sinister reddish emissive glow. At roughly 40 seconds, spawn a simple featureless intruder silhouette outside: a nearly black capsule-shaped body with a spherical head, initially near the front exterior/window area. Set the objective to “Look through the front window.” and show “For one second, a person stands beyond the glass.” At roughly 55 seconds, advance to “Keep the doors locked.” and show “Footsteps move across the porch, then stop.”

At roughly 70 seconds, cut house power: turn off the lamp and TV glow, change the upper-right HUD to “POWER: OUT,” set the objective to “Find the flashlight in the kitchen.”, and show “The power dies. The house becomes too quiet.” There is no need to implement a usable flashlight; preserve the objective exactly as part of the story. At roughly 84 seconds, advance to “Hide under the desk in the back room.”, move/spawn the intruder near the back door, and show “A handle rattles at the back door.” Make the hidden desk-space an invisible interactable volume. When the player aims at it and presses E during this final stage, set the player to a hiding state and show “You hold your breath under the desk.” If the player does not hide by roughly 104 seconds, open the front door and show “The front door is open. You hear someone inside.” If the player has hidden and reaches roughly 118 seconds, finish the game: fade the screen toward black, clear the objective, and show “At 12:16 AM, the police found the house empty. Your phone was still on the table.”

Also make both front and back doors interactable and toggle them open/closed when E is pressed, with short subtitles such as “The door opens onto the rain.” and “You pull the door shut.” The television can say “The television is still on.” outside its specific progression stage, and the phone can say “No new messages.” before its message stage. Keep interactions based on a center-screen raycast against the visible world and loaded props, with no combat, weapons, inventory, enemies attacking, health, score, or collectible system. The intruder should remain an ominous distant silhouette, subtly drifting outside while the player is not hiding. Use a slowly falling rain particle field and looped rain ambience; use a brief knock sound at the knock event. Preserve the clean HUD typography: small uppercase letter-spaced title/status text, pale blue-gray/white text, translucent dark subtitle panel with a thin border, and a restrained blue-black/orange color palette.

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