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PROJECT NIGHTFALL

  • 3d
  • third-person
  • survival-shooter
  • horror
  • investigation
  • nighttime
  • indonesian
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aris built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

PROJECT NIGHTFALL was built by Aris 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 NIGHTFALL 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 NIGHTFALL

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.

Recreate PROJECT NIGHTFALL as a dark, atmospheric third-person 3D survival-investigation shooter set in Lembah Arwana at 02:17. The game opens on a full-screen Indonesian-language title menu over a nearly black blue-green background: small amber eyebrow text "NEXUS BIOGEN // BERKAS 09", large widely spaced two-line title "PROJECT NIGHTFALL", and the briefing: "Lembah Arwana, 02:17. Tim peneliti hilang. Sinyal darurat masih aktif. Temukan sumbernya—dan jangan biarkan MORPH-9 keluar dari lembah." Show three stacked buttons: coral-red primary "MULAI INVESTIGASI", dark "LANJUTKAN", and dark "OPSI". Include the control note for movement, running, shooting, aiming, reloading, interaction, and inventory.

Use a third-person over-the-shoulder camera following the player character Raka Aditya, with a dark forest environment, blue-green moonlight, volumetric/foggy atmosphere, soft shadows, and a muted realistic low-poly style. Build a roughly 50x50 forest clearing with a repeating forest-floor texture, scattered simple trees made of brown trunks and dark green conical canopies, gray rocks, and strong nighttime fog. Place these landmarks in the playable area: a research house near the north/center with a dark boxy structure, roof, and brown door; a watchtower to the west; a broken bridge to the east; a facility gate farther north; a bunker door at the far northern boundary; and a row of small glowing amber lamps along the facility approach. Place a glowing amber research-data pickup near the research house and a glowing green medical herb pickup in the forest.

The core loop is exploration, investigation, and combat. Start Raka at the southern side of the area with objective "Selidiki rumah penelitian". Interact with the glowing data pickup using E to collect evidence, change the objective to "Buka pintu bunker di utara", remove the pickup, display a toast explaining that the research data contains notes about MORPH-9, and save a checkpoint. At the northern bunker entrance, interact to open the bunker and change the objective to "Hentikan penyebaran MORPH-9", save another checkpoint, then interact again at the bunker threshold to trigger the ending. The ending is a centered dark panel titled "LEMBah TERKUNCI" under eyebrow text "PROTOKOL NIGHTFALL". If evidence was collected, explain that Raka copied MORPH-9 data and cut power, escaped with proof, but another older/deeper signal answered; otherwise explain that Raka cut the containment core and escaped during the collapse, leaving the largest questions buried. Include a return-to-menu button.

Spawn four ordinary infected/zombie enemies around the forest and one larger brute near the facility/bunker route. Use animated humanoid zombie models with idle, walking, hit, and death behavior. Enemies patrol subtly when distant, chase Raka when within about 12 meters, move toward him, face him, and attack at close range. Ordinary infected have 55 HP and deal 9 damage per attack; the brute is visibly larger, has 120 HP, and deals 18 damage. Killing enemies gives score, and killing the brute advances the objective to "Masuki fasilitas bawah tanah" and marks the boss encounter complete. Use a raycast firearm that can hit enemies through the center-forward camera direction; shooting while aiming does more damage. Ordinary shots do 22 damage, aimed shots 32 damage, with a brief firing cooldown. Missed shots should produce a toast indicating that the shot vanished into the fog.

Give Raka a "PISTOL KARBON" HUD weapon with 12 rounds in the magazine and 48 reserve rounds initially. Left click shoots, right click aims and displays a small amber crosshair at screen center, R reloads up to a 12-round magazine from reserve, E interacts, Tab opens the inventory, and Escape cancels aiming. Support on-screen touch controls on coarse/mobile pointers: circular TAS, ISI, BIDIK, and larger coral-accented TEMBAK buttons. The player moves with WASD and can run with Shift using a third-person controller; include jumping/gravity if supported by the controller. When close to an interactable, show the bottom-center hint "E · PERIKSA". The green herb restores 30 health when used.

HUD styling should closely match the screenshot and source: top-left compact uppercase objective text "TUJUAN:" with the current objective in amber, top-right health status reading STABIL above a thin horizontal health bar that shifts from dark red to orange as health decreases, and bottom-left weapon label plus muted note "Amunisi standar · Klik untuk menembak". Bottom-right show large amber current ammo and smaller reserve count in the form "12 / 48". Use a restrained palette of near-black, charcoal, desaturated blue-green, pale gray, coral red, and amber; uppercase labels, wide letter spacing, translucent dark panels, thin borders, subtle blur, and toast notifications centered near the upper-middle of the screen.

Implement health at 100 maximum with status text STABIL above 65, TERLUKA above 30, and KRITIS at 30 or below. When health reaches zero, stop gameplay and show a full-screen dark overlay panel with eyebrow "SINYAL TERPUTUS", title "ANDA TEWAS", the text "Lembah menelan jejakmu. Tapi belum semuanya berakhir.", and an "Ulangi Titik Kendali" button that restores health and returns the player to the saved checkpoint. Implement local save/continue behavior for state such as health, ammo, evidence, objective, bunker state, score, and checkpoint; the Continue button loads the saved state. The inventory is a centered translucent panel labeled "INVENTARIS TERBATAS" with title "Perlengkapan Raka" and an 8-slot 4x2 grid showing Pistol Karbon, reserve ammunition, a medical herb or empty slot, Data Riset, Kunci Bunker, Token Riset, and empty slots, plus a close button. Keep the presentation focused on a tense prototype investigation in a foggy moonlit valley; do not add mechanics, enemies, weapons, or environments beyond these described systems.

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