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Seven Nights

  • 3d
  • first-person
  • survival-horror
  • low-poly
  • forest
  • arcade
  • narrative
  • timed
  • mobile-friendly
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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. anshu man built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Seven Nights yet. Play it, then tell anshu man what you would add next.

Make your own game

Seven Nights was built by anshu man 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 Seven Nights 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 Seven Nights

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 playable first-person 3D survival-horror game titled “Seven Nights” / “Seven Nights in Blackwood.” Set the player in a dark, foggy forest watch station at night, viewed through an FPS camera with a small pale crosshair at screen center. The scene is a low-poly, subdued, almost black-green woodland: a broad dark ground plane, a straight muted-brown watch path running through the center, blocky low-poly trees around the perimeter, and three elevated cylindrical water towers on metal scaffold structures—two to the left and right near the far end of the path and one farther ahead. Place round tower pads beneath them, plus barrels near the towers and a couple of fire hydrants. Use dim moonlight, weak greenish ambient light, red fill light, heavy exponential fog, dark vignette, and cinematic horror color grading. The overall visual style should match the screenshot: sparse, ominous, low-poly, very dark green/black nighttime lighting with distant objects fading into fog.

The core loop lasts across seven alternating nights and days. Begin on NIGHT 1 at the player’s position near the path, with one visible fire already burning ahead/left (the game creates an initial fire around x=-6, z=2). During each night, fires can randomly appear around the surrounding forest/path area, with the maximum number capped at 1 on early nights, then up to 2 and finally up to 3 as the night/day number increases. A fire is a small low-poly campfire made from crossed brown logs and two glowing orange/yellow cone-shaped flames; animate its vertical flicker and rotation and give it a warm red/orange glow. The player must walk close to fires and extinguish them: when within roughly 3.2 world units, show an “EXTINGUISH [E]” button; pressing E or the button removes the nearest nearby fire and displays the message “The flames die. Something moved beyond the trees.” If the player acts too far away, display “Too far from the flames. Find a fire and get close.” Track and display the current number of fires.

Each night lasts about 11 seconds and each day lasts about 7 seconds. Nights automatically turn into days, then the next night begins and the day counter increments, up to NIGHT 7. At dawn, if fires remain, show the warning “Dawn comes, but the fires keep burning. The forest remembers.” Daytime should brighten the background and ambient lighting, reduce fog and red light, and clear all pursuing enemies. The HUD should always show “BLACKWOOD WATCH // NIGHT/DAY N · FIRES N” at top left and a top-right danger state: “FIRE DETECTED” when fires exist, “MOVEMENT IN THE TREES” when enemies exist, otherwise “QUIET... FOR NOW.” On a quiet night show the centered instruction “Watch the tree line. The next fire could be behind you.” On initial load, the instruction can read “Reach a tower. Watch the tree line. Extinguish every fire before dawn.”

During nights, occasionally spawn a low-poly animated running zombie at a radius of about 15 world units from the player, facing toward the player. Have zombies move directly toward the player at roughly 1.05–1.5 units per second and animate their run cycle. If one gets within about 1.55 units, end the game immediately with a full-screen dark red/black jumpscare overlay: large glowing red text “FOUND YOU,” the message “The thing in the trees reached the watch path. The forest keeps what it catches.” and a “TRY AGAIN” button that reloads/restarts the game. Enemies should be cleared as the game enters daytime.

The player can move with WASD or arrow keys, jump with Space, and sprint with Shift; support mobile joystick and drag-look controls. Include an “OBSERVE” button at bottom right. Tapping it toggles a binocular/observation overlay: black circular vignette around the screen and centered text “WATCHING THE TREE LINE,” with a live scan line underneath reading e.g. “1 heat signature detected” or “No fire. Something may still be watching.” If enemies exist, append “SHAPE MOVING.” Include a bottom-left control legend: “WASD / arrows: move · Space: jump · Shift: sprint” and “On mobile: use the joystick and drag-look.” Add a strong edge vignette around the whole game view.

If the player survives through the end of NIGHT 7, do not create a victory state; instead, at the end of the final night show the game’s bleak ending overlay with a dark radial red/black background, heading “SEVEN NIGHTS,” the text “At the last moment, the forest opened behind you. Teeth closed over your shoulder while antlered figures drew a circle in the ash. The towers go dark. The ritual begins.” and a “WAKE AGAIN” restart button. Preserve the intentionally hopeless horror tone and the exact sparse HUD/button presentation: serif typography, pale gray-green text, red danger accents, translucent dark buttons with thin pale borders, and no score, weapons, inventory, or extra mechanics.

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