Arcade › Quiet Lake
Click the game above and it runs right here in your browser. No download, no installer, no account needed. KEvin Xie built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Quiet Lake yet. Play it, then tell KEvin Xie what you would add next.
Quiet Lake was built by KEvin Xie 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 Lake 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 cozy, quiet 3D fishing game titled “Quiet Lake,” viewed from a third-person perspective over a small fishing boat on a broad lake at sunset. Use a Three.js-style real-time 3D scene with a 60-degree perspective camera positioned roughly 9.5 units from the boat, initially around 5.5 units high, looking toward the boat. Allow the player to orbit and adjust the camera with right-mouse dragging and pointer lock: horizontal movement rotates around the boat and vertical movement changes height, clamped between 3 and 9. When not being dragged, add an extremely slow, subtle automatic camera drift for a cozy feel. Support mouse, touch, and keyboard controls. The world should consist primarily of a large 70-by-70 flat lake plane, with blue-teal Phong-like water, modest shininess/specular reflection, sunset-orange atmospheric fog, and warm dusk lighting. Use a warm hemisphere light and a directional orange sunset light casting soft shadows. Set the background/environment to a sunset HDRI or equivalent warm sunset sky. Around the outer lake area, place scattered low-poly pine trees and rocks: approximately eight pine trees and nine rocks distributed around the shore, plus a small wooden dock near one side of the lake. The scene should feel spacious and tranquil, with no combat or time pressure. Place a small stylized fishing boat at the center of the lake, with a procedural brown fishing rod mounted on it. The rod is a thin angled dark-brown pole with a small dark reel, extending from the right/front area of the boat. Use low-poly/stylized nature, boat, dock, tree, rock, and fish models where available. The player does not move the boat; the core activity is casting and fishing from this fixed position. Core loop: begin in an idle state with the orange bobber and thin pale fishing line hidden. Clicking on the lake casts toward the point under the mouse cursor by raycasting from the camera onto the horizontal water plane. If the click is not on the lake, cast forward from the boat instead. Also support Space or R as the same cast/reel action, and C as a quick forward cast. On mobile, tapping performs the same action. Ignore rapid repeated actions within about 280 milliseconds. On a successful cast, show a small orange bobber at the target on the water, show the line from the rod tip to the bobber, play a short splash sound, and emit a handful of pale-blue splash particles that rise and fade. After casting, enter a waiting state. The bobber gently bobs vertically on the water while a hidden random bite timer counts down approximately 4.2 to 13.4 seconds. A second click/Space/R during casting or waiting starts reeling immediately; do not require waiting for the bite. When the random bite occurs, enter a bite state: make the bobber dip and tug rhythmically, with occasional stronger dips, play a brief low tug tone, and display a fish model below it. Randomly choose one of three fish types—Trout, Bass, or Perch—with distinct muted colors and scales (Trout blue, Bass green, Perch yellow-green), and use either a small or large stylized fish model. Clicking again during the bite starts the reel. Reeling should be deliberately slow and cozy rather than an instant action. Over roughly 1.5 seconds, interpolate the bobber and attached fish toward the world position of the rod tip, keeping the bobber just above the water. Keep the taut line visible and animate the fish rotating beneath the bobber. When the reel completes, count the fish as caught, play a soft success tone, make another splash, hide the bobber and line, remove the in-water fish, and return to idle for another cast. If a catch happens without a visible fish, still award a randomly selected fish type. Place a visual copy of the caught fish on the boat near the rod, with varied offsets/rotations and gentle bobbing. Keep at most six caught fish meshes visible on the boat, removing the oldest when necessary. HUD should be a minimal fixed overlay in warm cream text with subtle dark text shadow, matching the calm dark-blue dusk presentation. At the top center, show a translucent charcoal rounded rectangle with the exact instructional message: “Click the water to cast • Wait for a tug • Click again to reel in slowly”. At bottom left, show a translucent dark rounded stats panel with “Caught: 0” initially, updating to the total caught, and the subtitle “Sunset on the quiet lake”. At bottom right, show a translucent dark rounded panel titled “TODAY’S CATCH” and a vertical list of the most recent fish names; retain at most eight names, newest first. After a short delay while idle, briefly show a centered hint reading “Click anywhere on the lake to cast,” then fade/remove it. The UI must remain legible over the scene and be responsive to window resizing. Use calm sunset colors: dark navy/blue-gray background and water, warm orange light and fog, cream HUD text, orange-red bobber, pale-blue splash particles, and muted natural model colors. Add gentle looping ambient music that starts on the first user interaction, plus synthesized splash, tug, and catch sounds. Keep the overall experience simple, relaxing, and focused on the repeated cast, wait, tug, and slow reel rhythm. Do not add enemies, inventory, currency, health, fail states, or movement controls that are not part of this fishing loop.