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Project Live Evil

  • 3d
  • first-person
  • survival-horror
  • sci-fi
  • time-paradox
  • stealth
  • action
0
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kiwi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Project Live Evil yet. Play it, then tell Kiwi what you would add next.

Make your own game

Project Live Evil was built by Kiwi 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 Live Evil 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 Project Live Evil

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 first-person 3D sci-fi survival horror game titled "PROJECT LIVE EVIL," subtitled "PARADOX SURVIVAL // EPISODE 01." Set it inside the Orpheus Array, a dark research habitat built around an impossible time machine. Use a moody, realistic-low-poly/industrial Three.js-style presentation: very dark blue-black background and fog, long enclosed metallic corridor, charcoal floor and walls, side bulkheads, ceiling, cyan strip lights, cold blue fill lighting, red alarm light, cyan paradox glow, emissive amber/cyan/red console indicators, metallic trim, strong shadows, and an oppressive emergency-lit atmosphere. The camera is an FPS perspective with mouse look, a small cyan crosshair, and no visible player body or weapon model.

Create a long corridor running along the Z axis, with a starting point near z=15 and a sealed wide security door at z=-16. Surround it with walls at x=-9 and x=9, floor and ceiling, repeated ceiling lights, and a second sealed paradox door at z=-30 leading to a relay chamber ending near z=-37. Add a cyan Paradox Console at approximately x=-5,z=6, a hidden equipment crate at x=5,z=-3 with a small future message marker, an amber-screen relay machine at x=5,z=-26, a relay pulse light, and subtle gold “past echo” markers down the hall. Use imported modular corridor scenery if available, but preserve the readable blocky industrial geometry and the named interactable objects.

The player begins in the PAST timeline with 100 health, 12 ammunition, and PARADOX 1/3. The initial objective is “Reach the sealed security door.” Support WASD movement, Shift sprint, Ctrl crouch, Space jump, mouse look, E interact, left mouse fire, F melee, and T to enter a future time window. Clicking BEGIN INCIDENT on the intro screen starts the game, hides the intro, locks the pointer when possible, spawns the enemies, and initializes the HUD. The intro must show the exact story tone: “You wake inside the Orpheus Array, a research habitat built around a machine that should not exist. The emergency lights are still warm. Someone has already walked these corridors — and left instructions meant for you.”

Build the central time-paradox loop exactly. In the past, approaching and interacting with the first SecurityDoor does not open it; instead it changes the objective to a headache/time-window instruction and displays a hint such as “TIME WINDOW AVAILABLE — PRESS T.” Pressing T consumes one paradox charge, switches the HUD timeline to FUTURE, moves the player to the future anchor/control-room position near x=-5,z=10, changes the door status glow from red to cyan, lowers the red alarm and increases the blue paradox light, and changes the objective to reach the control room and cut power. In the future, E-interacting with the ParadoxConsole cuts power, changes its screen red, and says “Power is cut. Return to your anchor point.” Interact at the future anchor position to return to the past: restore the past timeline, increment paradox, open/lower the first door, change its status light cyan, teleport the player to the anchor-side position, and set the objective that the door is open and the player should discover what is beyond. Save a checkpoint after this transition.

After the first door is open, walking farther down the past corridor (past z approximately -10) awakens a lurking ParadoxStalker around z=-8. It is an imported animated alien/monster, follows the player when within roughly 13 units, damages the player on contact, and can be shot or hit with melee. If health reaches zero, reset the player to the last stable starting checkpoint with full health. When the stalker is defeated, hide it and update the objective with a timeline-related survival message. In the future, the stalker moves more slowly.

At the second sealed door, interacting in the past starts the second paradox-room sequence: display that the relay room is sealed in this timeline and a hint such as “A SECOND WINDOW OPENS,” then allow T to enter a future window. In that future, move/anchor the player near the relay machine at x=5,z=-24 and set the objective “Future window: activate the relay machine.” E-interacting with RelayMachine activates it, changes its pulse indicator to amber, and says “Relay activated. Return to the anchor point.” Interact at the future anchor to return to the past; increment paradox, unlock/lower the SecondParadoxDoor, turn its status light cyan and set “The relay is active. Enter the second paradox room.” The second room is a darker relay chamber with a back wall, divider, machine and screen.

Place two animated First Human/Soldier patrols in the corridor, one near z=-12 and one near z=-27. They patrol back and forth on their assigned Z ranges in the PAST, face along their route, and are inactive/reset to patrol behavior in the FUTURE. In the past, a patrol detects the player within about 7 units if the player is not crouching, chases them, and damages them at close range. If it loses sight, it searches the last seen location for several seconds before resuming patrol. Crouching can remain hidden from detection. F melee should support a stealth takedown only while crouched, within close range, behind a patrol, and while that patrol is not chasing; play a brief cinematic camera move toward the guard, use a death animation if available, then hide the body. The player can also shoot patrols; each takes three hits, while the ParadoxStalker takes four shots (and melee damage). Firing is unavailable in the future and consumes one ammo per shot, with a short cooldown and simple electronic shot sound.

When the player reaches the unlocked relay chamber in the past, trigger a dialogue encounter. Show a dark translucent dialogue box near the bottom with an orange speaker label “FIRST HUMAN,” white text, and a CONTINUE button; E also advances dialogue. Use these exact four lines in sequence: “You took longer this time.” / “Do not call us monsters. We were here before your history learned to count.” / “The older version of you begged us to close the Array. Then he opened it.” / “Ask yourself, Eli: who taught you to remember a life you have not lived?” After the final line hide the dialogue and set the objective: “The First Humans know your name. Find the source of the signal.”

HUD requirements: fixed translucent dark panels with thin blue-gray borders and subtle blur. Top left reads PROJECT LIVE EVIL. Top right displays “TIMELINE: PAST/FUTURE,” “HEALTH: 100,” “AMMO: 12,” and “PARADOX: 1/3,” with timeline color cyan in the past and orange in the future. Center has a cyan crosshair. Bottom center shows the current objective in a bordered panel; contextual hint text appears around center-lower screen. Include responsive styling for smaller screens. Use atmospheric simple oscillator sound cues for interaction, timeline shift, alarms, shots, damage, and dialogue, but do not require music.

Implement local checkpoint persistence under a save key: save timeline, health, ammo, paradox, opened doors, power/relay state, dialogue state, objective, and player position; load it on startup. Provide the visible in-game progression and state changes rather than inventing extra weapons, enemies, levels, or story systems. End the recreated playable episode after the relay-room dialogue/objective rather than adding an unshown finale.

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