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Arcade › Red Room

Red Room

  • 3d
  • horror
  • reaction
  • arcade
  • survival
  • mobile
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. Miyah Tiara built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Red Room yet. Play it, then tell Miyah Tiara what you would add next.

Make your own game

Red Room was built by Miyah Tiara 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 Red Room 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 Red Room

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 a playable Three.js-style first-person reaction horror game titled “Red Room.” The player is stationary inside one compact stylized 3D bedroom, viewed from a fixed perspective camera near the front of the room at about eye height, looking toward the back wall. The room is a closed box with dark blue-gray walls, ceiling and floor, a dark reddish rug, soft shadows, fog and moody nighttime lighting. Arrange the three interactive danger spots visibly across the scene: a bed on the left, a framed window in the center of the back wall, and a small television on a wooden stand to the right. Include simple bedroom decoration visible around them: a bedside table and lamp near the bed, a potted plant, a dark doorway/door frame at the front of the room, and a wall picture. Use low-poly/custom geometric furniture with dark wood, off-white mattress and pillows, a muted red blanket, a dark TV casing with a normally blue glowing screen, and a window showing a nearly black outdoors with a small moon disk behind translucent glass and wooden cross-frame trim.

The core loop is endless survival by reacting to randomly selected threats. On the menu, show a dark translucent rounded instruction card titled “Red Room,” subtitle “Survive the room,” and these rules: when the room turns red, the player has 5 seconds to hide in bed; when the window monster appears, tap the window within 10 seconds; when the TV turns red, tap the TV within 9 seconds. Include a prominent red “Start Night” button. After starting, show a fixed HUD at the top with a status/message panel on the left and a counter panel on the right. Initially the counter is labeled “Survived” and displays 0; beneath the scene, show the hint “Bed left. Window center. TV right.”

After a short initial cooldown of about 2.8 seconds, randomly start one of three events with roughly equal probability. During idle periods, wait a random 2–4 seconds between threats, shortening the wait slightly as the player survives more threats, but never below about 1.25 seconds.

1) RED ROOM event: Make the entire room visibly flash/shift red using red ambient/point light, red wall and floor tint, a full-screen red overlay, and a pulsing red bed glow. Set a “Hide timer” in the HUD counting down from 5.0 seconds and display “The room turned red — hide in the bed!” Show a large bottom-center red gradient button labeled “HIDE IN BED,” and allow either tapping/clicking the bed itself in the 3D scene, tapping the button, or pressing Space to hide. Once hidden, darken the view with a blanket/under-bed overlay, lower the camera slightly, change the button to “Hidden” and display “You’re under the blanket — don’t come out.” The room remains dangerous while hidden.

When the 5-second red timer ends, trigger a monster check. If the player successfully hid, show a tall, black, ominous humanoid monster entering from the dark front doorway and walking toward the room center/bed area. It has a narrow capsule-like torso, elongated head, jaw, long arms and legs, and small glowing red eyes; animate its arms and legs as it walks, with slight head motion and camera shake. Show “The monster is checking the room...” and a Monster HUD state while it pauses briefly, then have it leave through the doorway. Count the threat as survived, restore the normal room lighting, remove the hidden state, increment the survived counter, and resume the idle cooldown. If the player did not hide before the timer ended, the monster enters and spots the exposed player; intensify the red lighting and shaking, show “Too late. The monster is coming,” and after a brief approach end the run with “The tall monster found you out in the open.”

2) WINDOW MONSTER event: Keep a slight red danger tint and make a custom black creature appear outside/in the central window: a dark circular face, two tiny glowing red eyes, a small dark torso and four long claw/finger shapes pressed against the glass. Make it subtly bob and pulse, with a red pulsing window glow. Set the HUD label to “Window timer,” count down from 10.0 seconds, and show “Something is at the window — tap it now!” The player must tap/click the central window hit area before time expires. On success, make the creature flee/slip away, play a click and small shake, increment “Survived,” hide the creature, and resume the cooldown with “The window creature slipped away.” If the timer reaches zero, stop the game and show the game-over overlay with “You were caught.” and the reason “The window creature stayed too long.”

3) TV event: Turn the TV screen and surrounding glow bright pulsing red instead of its normal blue, while applying a subtle room danger tint. Set the HUD label to “TV timer,” count down from 9.0 seconds, and show “The TV turned red — tap the screen!” The player must tap/click the TV hit area on the right before time expires. On success, calm the TV back to its blue screen, increment “Survived,” and resume the cooldown with “The red TV went quiet.” If time expires, end the game with “The red TV overwhelmed the room.”

Use pointer/touch raycasting against invisible enlarged hitboxes for the bed, window and TV so they are easy to select on mobile; clicks only resolve the currently active matching event. The Space key only performs the hide action during the red-room event. Add subtle generated warning tones for each event, a click sound for successful taps, ambient pulses after success, and a low monster sound when the monster check begins. Add camera shake during danger, monster approach and failure. On game over, keep the room in a red danger state and show a centered dark translucent rounded card with “You were caught.”, the exact failure reason, and how many threats were survived, plus “Try Again” and “Back to Menu” buttons. Restart resets the survived count and begins a fresh night; Back to Menu returns to the instruction card. Use a dark cinematic horror palette, translucent glassy HUD panels, red accent buttons and overlays, soft bloom-like emissive glows, and a clean responsive mobile-friendly interface. Do not add movement, weapons, inventory, health bars, extra rooms, or enemies beyond the tall doorway monster and the window creature described here.

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