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Quiet House

  • 3d
  • stealth
  • third-person
  • horror-lite
  • exploration
  • low-poly
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. 3ph76 Yttgjii built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Quiet House was built by 3ph76 Yttgjii 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 House 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 House

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 small third-person 3D stealth game titled "Quiet House". Use Three.js-style real-time 3D rendering with a dark navy night-time background, fog, soft cool moonlight, shadows, and a compact fenced yard surrounding an open-front house. The camera should follow the player from behind at a moderate distance (roughly 6 units), with a perspective view.

Environment: Build a rectangular grassy yard about 34 by 30 units, enclosed by simple low gray fence posts and horizontal rails on all four sides. Add a dark gray front path leading from the front opening toward the yard. Make the house a simple rectangular shell: muted mauve-gray left, right, back, and partial front walls, a dark charcoal roof, and a small front awning. Leave the front center open for entry. Put two warm glowing front windows in the front wall. At the back wall, include a framed back door that is initially invisible/dark and becomes a bright warm glowing door after the player obtains the key. Place three tan/brown rectangular hiding crates around the yard: one at approximately (-9, 0.7, 5), one at (9, 0.7, -1), and one at (-9, 0.7, -7).

Player: Load and use the supplied humanoid GLB asset assets/Rig_model_mia.glb as the player character, scale it around 1.1, and place the character at the front of the yard near (0, 0, 11). Give the player third-person movement with WASD or arrow keys, Shift sprint, Space jump, and C to toggle crouching. Use idle/standing and walking/running animations from the model when available. Crouching should be communicated in the HUD as quieter movement; it changes detection/noise behavior rather than adding combat.

Enemy: Add a simple stylized block-built neighbor guard patrolling inside the house/yard area. It has a muted red body, tan head, dark wide hat, red arms, and dark legs. Start it near (0, 0, -1). Make it patrol a repeating rectangular route through approximately (-8,-1), (-8,7), (8,7), and (8,-1), smoothly moving and facing its next waypoint. The player must avoid being seen or making noise. Detection should use distance and facing: when the player is within about 7 units and in front of the guard, raise an alert quickly; when the player is moving normally and within about 10 units, raise alert more slowly from noise. Crouching suppresses this movement noise. Otherwise the alert decays. At 100% alert, end the game as a loss with "Caught by the neighbor" and advice to stay crouched, use crates, and watch the patrol route. There is no combat.

Objective and interaction: Place a floating, rotating glowing yellow-orange house key (torus ring plus small tag) at approximately (-9, 1.7, -7), near the third crate. When the player comes within 1.5 units, automatically collect it, hide the key, reveal the glowing back door, and change the objective to reaching the door. When the player carrying the key gets within about 2 units of the back position (0, 0, -8.5), win and show "You slipped out!" with the message "The key opened the back door." The initial objective is to sneak to the key; after collection it is to reach the glowing back door.

HUD and presentation: Overlay a dark translucent rounded panel at the upper left titled "Quiet House", with a large state label initially "Find the key", an alert meter that fills from empty through green/yellow to red, and status text initially "Stay out of the neighbor's sight." Update the state to "Key secured" while carrying the key, "Caught!" on loss, and "Escaped!" on victory. While crouching show "Crouching — quieter movement"; at high alert show "The neighbor heard something!"; while carrying the key show "Get to the back door." Put a control hint panel at upper right reading "WASD / arrows move · Shift sprint · Space jump · C crouch" and "Take the key, then reach the glowing back door." Put a centered bottom objective panel reading "Objective: Sneak to the key" or "Objective: Reach the glowing back door". Start with a centered modal titled "Quiet House", explaining "Steal the key without getting caught, then escape through the back door." and a "Start sneaking" button. On win or loss, show a centered modal with the result and a "Try again" button that resets the player, guard, alert, key, and door. Keep the visual style minimal, low-poly, moody, and readable, with warm glowing interactable items contrasting against cool blue night lighting.

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