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Arcade › Project Blackout
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alexander De Blauwe built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Project Blackout yet. Play it, then tell Alexander De Blauwe what you would add next.
Project Blackout was built by Alexander De Blauwe 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 Project Blackout 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 first-person 3D survival-exploration game titled “PROJECT BLACKOUT,” set in a dark, industrial underground bunker. Use a realistic low-poly/industrial visual style with muted charcoal concrete, oxidized metal, rust-brown doors, exposed pipes, sparse ceiling lamps, deep shadows, fog, and a very restricted flashlight beam. The game should open in a compact interconnected bunker layout viewed through an FPS camera: a central corridor, west and east side rooms, a south power/deep-sector area, and a north emergency-lift area. Build solid concrete walls and floors with openings connecting the spaces; include metal pipe runs, a desk, a locker, ceiling lamps (some red emergency lamps), a security terminal, generator console, elevator console, several collectible documents, and locked doors. The player starts near the north end around 08:00 on Day 1 of a 30-day deadline, with the objective “Find the security map in the Security Department.” Core gameplay is exploration, item collection, environmental interaction, and stealth. The player moves with WASD and looks with the mouse in first person; there is no jumping. Shift while moving sprints and drains stamina, which regenerates when not sprinting; Ctrl crouches, slows/changes movement behavior, and while hiding reduces danger. Press F to toggle the flashlight: it creates a forward spotlight, consumes a rechargeable-looking but depleting flashlight battery bar, and plays a small toggle sound. Press E while looking directly at a nearby interactive object to interact. Press Tab to open a centered “FIELD INVENTORY” overlay with a capacity of 8 items; Escape pauses/unpauses. Show a small circular crosshair at screen center and a contextual interaction prompt near the lower center, such as “[E] TAKE FUSE,” “[E] READ DOCUMENT,” “[E] HIDE / LEAVE,” “[E] INTERACT,” or “[E] OPEN RESEARCH LAB.” Implement the exact progression chain visible in the mechanics: start with “Flashlight” and “Note” in the inventory. Place a starter note near the desk saying, “The lights fail at 18:00. The countdown is real. Find the security map.” Place a Fuse in the west room, a Blue Keycard in the east room, Wire Cutters and an Escape Core in the southern power/deep-sector area. Include documents such as a lab report (“REPORT 07: Subjects react to vibration. Sound discipline is survival.”) and security log (“SECURITY LOG: Night release protocol repeats every 12 hours.”). The Security terminal in the east/south area gives the security map when activated, changing the objective to “Restore power at the Power Station.” The Research Lab door requires and consumes the Blue Keycard, then becomes an access opening and changes the objective to searching the lab for tools and clues. The generator console requires the Fuse; consuming it restores power and changes the objective to “Reach the Deep Sector and retrieve the escape core.” The Power Station and Deep Sector doors are locked until the appropriate power state. At the north emergency lift, interacting with the elevator only succeeds when power is restored and the player has the Escape Core; then set the objective to “ESCAPE SEQUENCE ACTIVE,” fade heavily toward black, and announce “PROJECT BLACKOUT — SURFACE REACHED.” Use a time-of-day survival system: display “DAY 01 / 30 · 08:00” in the upper-left and advance the clock continuously, with the in-game time advancing faster than real time. Exploration lasts from 06:00 through 18:00. At 18:00 announce “18:00 — CONTAINMENT RELEASE,” change the phase text to the red warning “NIGHT HUNT — CONTAINMENT OPEN,” intensify the red emergency lighting, and release a single tall alien/monster stalker in the deep bunker. The stalker should slowly pursue the player through the space at night, damage health when within close range, and stop pursuing while the player is hidden. At 06:00 announce “06:00 — LOCKDOWN ENDED” and hide the stalker again. If health reaches zero, announce “THE STALKER FOUND YOU.” If the 30-day deadline is passed, announce “DEADLINE MISSED.” Include subtle dark alarm tones during the night and short interaction/acquisition sounds, but do not let audio dominate. The HUD must closely match the screenshot: nearly black background and vignette, cool gray-white uppercase typography. Upper-left: PROJECT BLACKOUT, the day/time line, phase line, then three labeled horizontal bars: HEALTH with a pale gray-green fill, STAMINA with a muted yellow/olive fill, and FLASHLIGHT with a muted blue fill. Upper-right: right-aligned bold “OBJECTIVE” and the current objective text. Center: tiny outlined circular crosshair. Add a bottom-center interaction prompt, an upper-center announcement message that fades after a few seconds, a strong radial darkness vignette (stronger at night), and a full-screen black fade for the successful lift sequence. The overall presentation should feel tense, quiet, nearly monochrome, and claustrophobic, with the flashlight illuminating only a soft circular/forward patch while most of the bunker remains black.