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Null Museum

  • 3d
  • exploration
  • museum
  • atmospheric
  • walking-sim
  • sci-fi
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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. Gabriel Adeoye built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Null Museum yet. Play it, then tell Gabriel Adeoye what you would add next.

Make your own game

Null Museum was built by Gabriel Adeoye 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 Null Museum 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 Null Museum

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 quiet, atmospheric 3D exploration game titled “Null Museum,” set in a dark contemporary gallery called “Gallery 01.” Use a Three.js-like real-time 3D presentation with a perspective camera, soft shadows, subtle fog, and a nearly black navy background. The player is a visitor represented by a third-person follow-camera target, starting near the front of a long rectangular museum room at approximately the center of the near end. Let the player walk with WASD or arrow keys and look around by dragging the mouse or touch; movement should be smooth, with jump/gravity-style character controls available through the movement system, but the core interaction is simply approaching exhibits. Keep the camera low and immersive, with a small circular crosshair centered on screen.

Build the gallery as a large dark room: a wide floor, left and right walls, a back wall, a ceiling beam near the far end, and a simple framed entrance on the back wall. The floor should be dark blue-gray with faint glowing blue longitudinal inlay/grid lines. Use dim cool blue-violet ambient and directional moonlight, a subtle blue point light around the exhibits, and a restrained warm accent light toward the back. Enable fog so the far edges recede into darkness. The visual style is minimalist, nocturnal, museum-like, and slightly uncanny: dark navy architectural surfaces, restrained emissive halos, reflective/metallic materials, and soft cast shadows.

Place six exhibits in two rows of three, each on a dark cylindrical pedestal with a glowing colored torus halo hovering just above the pedestal. The objects gently rotate, bob very slightly, and their halos slowly rotate. Arrange them at left/center/right positions: three nearer the back/center of the gallery and three farther toward the visitor, matching a spacious gallery layout. Make the six objects visually distinct:
1. “The Listening Seed,” material label “quartz / unknown,” described as “A seed-shaped object that vibrates only when nobody is looking directly at it. The museum catalogue lists no point of origin.” Make it a pale cyan-blue faceted, elongated seed-like icosahedral object.
2. “A Door With No Room,” material label “black glass / brass,” described as “Its tiny keyhole shows a sunset from somewhere else. Visitors report hearing footsteps on the opposite side.” Make it a small upright black-glass rectangular door with a tiny glowing warm brass keyhole.
3. “The Unfinished Moon,” material label “ceramic / cold ash,” described as “A pale sphere with one missing crescent. Its shadow points toward the nearest living thing.” Make it a pale ceramic sphere with a dark offset spherical cutout/occlusion suggesting a missing crescent.
4. “Memory of a Staircase,” material label “stone / afterimage,” described as “Three steps that lead nowhere, yet every photograph of them contains a fourth step.” Make it three small glowing pinkish stone steps, slightly angled, suspended as the exhibit object.
5. “The Patient Eye,” material label “opal / brass wire,” described as “It has blinked once in ninety years. The security log records the event as ‘weather.’” Make it a warm brown/opal spherical eye-like object with a small bright green emissive iris facing toward the viewer.
6. “Small Weather,” material label “silver / captured storm,” described as “A private thundercloud, sealed in a glass bell. It rains upward when held near a mirror.” Make it a translucent blue-gray storm/cloud sphere with several smaller cloud lobes and cool blue emissive coloration.

Use distinct halo colors matching the exhibits: cyan for the seed, warm amber for the door, violet for the moon, pink for the staircase, green for the eye, and blue for the storm. The player can inspect an exhibit by walking within roughly 3.1 world units of it; select the nearest exhibit in range. When close enough, show a polished information card in the upper-right HUD with a dark translucent blue gradient, rounded corners, thin pale-blue border, and a gentle slide/fade-in. The card must show an eyebrow such as “Artifact 01 · restricted,” the exhibit name in a refined serif heading, its exact atmospheric description, and a bottom metadata row showing the exact material label on the left and “close inspection” on the right. Hide the card when the player is not near an exhibit.

HUD elements should remain over the 3D view: upper-left small spaced uppercase text “NULL MUSEUM · GALLERY 01” in muted pale blue; a small thin circular crosshair at screen center; and a bottom-center translucent rounded hint panel reading “WASD / arrows to walk · drag to look · approach an artifact.” Add a dark radial vignette around the edges. The game has no combat, enemies, inventory, score, timer, lives, or puzzle system: the goal is to wander the gallery and discover the exhibit text by approaching each artifact. Ensure the room and objects are readable but very dark, with lighting, fog, emissive rings, and shadows providing most of the atmosphere.

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