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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Danil Sinitsyn built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Please, Come Inside yet. Play it, then tell Danil Sinitsyn what you would add next.
Please, Come Inside was built by Danil Sinitsyn 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 Please, Come Inside 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 dark, atmospheric third-person 3D narrative exploration game titled “Please, Come Inside.” Use Three.js-style real-time 3D rendering with a perspective camera following a small glowing player avatar from behind at about 4.7 units away. The avatar is represented by a pale blue-gray emissive faceted icosahedron floating just above the ground, with a subtle bob/rotation while moving. Provide third-person movement, camera look/inspection, jumping, gravity, and mobile support with a left virtual stick for movement and right-side gesture/look; keyboard interaction uses E or Space. The experience is a linear five-scene supernatural story with no combat, inventory, health, score, or enemies. Movement is mostly within compact enclosed environments, and proximity plus position-based triggers expose an interaction prompt at the bottom center. Start with a full-screen dark title overlay. Show the kicker “Небольшая история в пяти сценах,” the large title “Please, Come Inside,” the text “Ночью у закрытой часовни кто-то просит впустить его. Ты пришёл проверить свет в окне — и теперь дверь отвечает тебе.” and a button “Войти в ночь.” Once started, hide the overlay and show a fixed HUD: title upper-left, current chapter upper-right, and the current objective upper-left beneath the title. Use Russian narrative text exactly as specified below. Apply a strong black radial vignette, dark blue-black fog, muted cinematic lighting, serif typography, warm brass/gold UI accents, translucent near-black story panels, and no bright modern UI. The attached reference screenshot is almost entirely black with only the understated upper HUD visible, so the game should preserve a very dark, restrained presentation. Scene I — exterior graveyard/chapel yard. Chapter label: “Сцена I · Снаружи.” Objective: “Найди свет в часовне.” Build an 18-by-18 dark ground area with a narrow brown path down the center, low brick wall segments enclosing the yard, a chapel crypt-style door at the far end, several graves and beveled gravestones arranged around the path, one lantern near the entrance, and a dark rectangular chapel shadow behind the door. Cool moonlight and dim warm lantern light should create the main contrast. When the player approaches the far door (z less than about -2.2), show “E / Space — открыть дверь”; automatically opening/entering the far boundary can also trigger the same story panel. Panel title: “Дверь.” Copy: “Изнутри раздаётся тихое: «Please, come inside». На цепи висит ключ, которого минуту назад не было.” Button: “Взять ключ.” Clicking the panel button advances to Scene II. Scene II — underground crypt. Chapter label: “Сцена II · Под камнем.” Objective: “Спустись в крипту и найди колокол.” Replace the yard with a dark crypt floor, rows of square stone pillars along both sides, an old coffin toward the back, and two dim lanterns. When the player moves toward the back area (z less than about -0.1), show “E / Space — коснуться колокола.” Interaction panel title: “Колокол под землёй.” Copy: “Ты находишь колокол без языка. Он всё равно звенит — когда ты дышишь. В камне появляется лестница вверх.” Button: “Подняться.” The button advances to Scene III. Scene III — chapel interior. Chapter label: “Сцена III · Часовня.” Objective: “Зажги три фонаря.” Build a compact chapel with a wooden floor, dark stone side walls, a keeper character model at the far end, three lanterns lined across the room, and a simple altar/block near the back. The keeper is a non-hostile story character; when within about 2.2 units, show “E / Space — поговорить.” Panel title: “Смотритель.” Copy: “«Я не могу войти. Я уже внутри». Он показывает на три фонаря. Один зажигается сам.” Button: “Зажечь фонари.” The button advances to Scene IV. Use warm wood and amber lights against the otherwise blue-black darkness. Scene IV — room of reflections. Chapter label: “Сцена IV · Комната отражений.” Objective: “Не смотри в зеркало слишком долго.” Build a dark room with a black floor, repeated wall sections, red/dark reflective glass panels mounted along the back wall, a ghost/guest character standing near the rear, and a coffin in front of or behind the player. When the player approaches the mirror area (z less than about -0.5), show “E / Space — посмотреть.” Panel title: “Зеркало.” Copy: “В отражении ты стоишь ближе, чем в комнате. За твоим плечом кто-то шепчет: «Теперь можно».” Button: “Отвернуться.” The button advances to Scene V. Keep the red reflective elements subtle and ominous, not brightly illuminated. Scene V — inside/final chamber. Chapter label: “Сцена V · Внутри.” Objective: “Выслушай того, кто стучал.” Build a warm but still dim interior with a wooden floor, a gold/brass rectangular doorway frame at the back, the ghostly guest standing beyond/near the doorway, and a faint warm red-brown pool of light on the floor. When the player comes within about 2.5 units of the guest, show “E / Space — войти.” Panel title: “Тот, кто стучал.” Copy: “Он не выглядит злым. Только очень уставшим. Когда ты делаешь шаг в сторону, дверь закрывается за спиной.” Button: “Остаться.” Clicking it ends the story and shows a final panel titled “Спасибо, что вошёл” with copy “Иногда дверь открывается не потому, что тебя ждут — а потому, что внутри больше некому стучать.” and button “Начать сначала.” That button resets the experience to the yard/start of the story. Implement scene transitions by clearing the current environment and constructing the next compact scene, resetting the player near the entrance each time. Use soft shadows, exponential dark fog, a directional cool light, hemispheric fill, a cool moon point light, and a small warm point light. Use stylized low-poly graveyard-kit-like models for the crypt door, brick walls, graves, gravestones, coffin, ghost, keeper, and lanterns. Keep all text, atmosphere, and interactions focused on the single eerie invitation narrative. Do not add combat, collectibles, puzzles beyond the proximity interactions, extra characters, score, lives, or other invented systems.