Skip to content

Arcade › Quiet Contract

Quiet Contract

  • 3d
  • first-person
  • stealth
  • shooter
  • action
  • office
  • low-poly
0
Remix it Discord

8 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Cupid built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Quiet Contract yet. Play it, then tell Cupid what you would add next.

Make your own game

Quiet Contract was built by Cupid 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 Quiet Contract 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 Quiet Contract

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 browser-playable 3D first-person stealth shooter called “Quiet Contract.” It is a compact Doom-style assassination slice set inside a dark, enclosed office maze. Use a low-poly, cool blue/charcoal visual style: nearly black-blue background and fog, dark gray-blue walls and floor, black trim/cover columns, cyan-white ceiling light panels with small pools of light, brown desks with translucent blue monitor panels, and strong shadows. Build a rectangular office arena roughly 28 by 32 units with perimeter walls, internal corridor partitions and gaps, a server-room-style cross wall, three square cover columns, four desks, and several imported futuristic/cyberpunk doors. The camera is first-person at about eye height, with a visible low-poly pistol held at the lower-right of the view; give it a dark suppressor so it reads as a silent pistol. Use a perspective camera with dark fog and lighting from a hemisphere light, directional moonlight, ceiling light panels, and point lights.

The goal is to eliminate all five suited guards. Spawn five guards around the maze: two toward the north/central areas and three toward the southern/side office areas, each using a dark suited humanoid character (with a simple fallback of black body, skin-colored head, and red tie if the character asset is unavailable). Guards animate idle, walking, shooting, hit, and death when assets support those clips. Each guard has 2 HP, patrols a small looping route, and can detect the player only when within about 10.5 units and with line of sight around the maze walls. Detection builds over time; while the player is sneaking it rises more slowly (0.6 per second instead of 1.4), otherwise it rises faster, and it decays when unseen. Once alert is high enough, the guard chases the player at about 2.2 units/sec instead of its 1.0 patrol speed and can shoot when within 7.5 units and visible. Enemy shots reduce health by 10 at range or 18 when very close, with roughly 1.15–1.95 seconds between shots. Guards should not shoot through walls. When killed, decrement the target count, play the death animation, and shortly tip the body down onto the floor. The contract succeeds when all five are dead; failure occurs at zero health.

Desktop controls: WASD or arrow keys move relative to the camera, mouse look works through pointer lock, left click or Space fires, R reloads, and holding Shift sneaks. Normal movement is about 5 units/sec; sneaking is about 2.2 units/sec and also makes footsteps quieter and enemy detection slower. The pistol has an 8-round magazine and 32 reserve rounds. Each shot consumes one round and has about a 0.28 second cooldown. A shot ray reaches 35 units, hits the nearest visible guard under the reticle, and can produce a stronger headshot: a center/head hit does 2 damage and displays “Clean headshot,” while a normal hit does 1 damage and displays “Suit wounded.” Shots that strike walls create small pale cyan impact marks. If the magazine is empty, firing initiates reload; reload takes about 1.15 seconds, fills the magazine from reserve, and displays “Reloading” then “Ready.”

Support touch/mobile play with a transparent Android-style overlay: a circular virtual left joystick with a cyan thumb for movement, a right-side look zone that uses drag to turn and clamp vertical look, a large red/coral circular FIRE button, a rectangular RELOAD button, and a rectangular SNEAK button that stays active while held. Touch controls should be usable alongside the first-person view. On desktop, show a centered briefing overlay before play with the title “Quiet Contract,” the description “Doom-style FPS slice: infiltrate the office, use the silent pistol, drop every suited guard,” the control line “WASD move · Mouse look · Click shoot · R reload · Shift sneak,” and a wide pale-cyan “START CONTRACT” button. Starting hides the briefing and begins the contract (request pointer lock on desktop).

Keep an always-visible HUD across the top with outlined dark panels and high-contrast typography: “HEALTH 100,” “AMMO 8/32,” and “TARGETS 5,” updating as gameplay changes. Include a status/objective panel such as “Find the suits” initially; status messages include “Contract started,” “Stay quiet. Aim center mass or head,” “ALERT: suits are hunting,” “Guard fire hit you,” “Target down,” and reload/hit feedback. On success, show a centered modal reading “Contract Complete,” “Every suited guard is down. Silent, fast, clean.” and a “Run it again” button. On failure, show “Contract Failed,” “The guards overwhelmed you. Sneak with Shift, use cover, and go for headshots.” and a “Retry” button. Make the result modal restart the page/game when clicked. Use imported low-poly assets where available: a Kenney weapon-pack pistol, Quaternius Ultimate Animated Characters Suit_Male for guards, Quaternius cyberpunk-kit Door for doors, and subtle Kenney laser/footstep audio; provide procedural geometry fallbacks so the scene remains playable if assets fail to load.

More free browser games

Browse the whole Arcade →