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Arcade › Sewer Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ayla Whitlock built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sewer Run yet. Play it, then tell Ayla Whitlock what you would add next.
Sewer Run was built by Ayla Whitlock 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 Sewer Run 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 playable Three.js/WebGL 3D game titled “Sewer Run.” Make it a tense third-person exploration and chase game in a dark, grid-based sewer maze. Use a fixed 15-column by 15-row maze layout, where # are solid wall cells, . are walkable corridors, S is the player start at row 1/column 1, M is the hidden monster at row 11/column 11, and E is the exit at row 13/column 1: ############### #S....#.......# ###.#.#.#####.# #...#...#.....# #.#####.#.###.# #.....#.#.#...# #.###.#.#.#.### #.#...#...#...# #.#.#######.#.# #.#.....#...#.# #.#####.#.###.# #.....#...#M..# #####.###.###.# #E..........#.# ############### Use 4 world units per cell. Build dark green-gray sewer walls as box blocks about 3.1 units high, with slightly lighter wet caps, a slimy dark floor, occasional square floor grates, and a long green water channel across the maze. Add industrial sewer dressing: ceiling factory pipes, a bent pipe near the monster, and valve props near the start and exit. Keep the scene very dark with green ambient/overhead lighting, distance fog, and a bright pale-green player flashlight spotlight aimed in the facing direction. The initial mood should be nearly black-green; during the chase shift the fog toward dark red and add a red point light around the monster. The player is a simple low-poly humanoid made from a pale capsule body and small skin-colored sphere head, carrying a pistol that stays hidden until the encounter cutscene. Use a third-person elevated camera behind and above the player, looking ahead down the corridor. Smoothly rotate the camera/player orientation while Q or E is held; Q and E should turn in opposite directions. Move with WASD or arrow keys, with movement relative to the current camera yaw. Apply collision against the maze using a player radius of about 0.55 so the player cannot pass through wall cells. Play spaced concrete footstep sounds while moving. At launch, show a HUD/menu over the scene: neon lime “SEWER RUN” at upper left, an upper-right bordered objective box reading “Find the thing in the maze.”, a large lime Start button around the lower center, a lower-left status panel reading “Phase: Search” and “Exit: Locked,” and control help reading “WASD / arrows move · hold Q/E or the turn buttons to look.” On coarse/mobile screens show a square virtual joystick at lower left and two outlined right-side turn buttons with counterclockwise and clockwise arrow icons; dragging the joystick controls movement and holding the buttons turns the camera. The HUD uses a black/transparent green-black style, lime borders and text, and a bold rounded display font. The game has these exact phases and loop. Before starting, the maze is visible but movement is inactive. Press Start, Enter, or Space to begin and hide the Start button. In Search, the objective is “Find the monster hiding in the sewer maze.”, the exit is locked, and the monster is invisible until the player comes within 8 world units. When the player comes within 4.7 world units of the monster’s location, enter a roughly 4.6-second scripted cutscene: show the monster, stop player movement, switch the camera to a closer side/over-the-shoulder view looking toward it, show the prompt “You found it.”, then “You fire.”, then “Nothing happens.”, and finally “RUN TO THE EXIT!”. Reveal the pistol and play a muzzle flash and short gun sound, but make the shot ineffective. Use the monster’s hit-receive/bite animation if an animated model is available. After the cutscene, enter Chase: show the monster, unlock/open the exit, make the objective “Run back to the glowing exit before it catches you.”, and increase player speed from about 6.3 to 7.2 and monster speed to about 3.95. The monster should pursue the player through the walkable grid using breadth-first-search pathfinding, recalculating roughly every 0.42 seconds, with a collision radius around 0.72. It must actually catch the player if it reaches within 1.35 world units; then show “It caught you. Tap Start to try again.”, set the phase to Caught, and change the button to Restart. The player wins by reaching within 2.25 world units of the exit during the chase; set phase to Escaped, stop the red chase light, and show “You made it out.” The exit is represented by a glowing pale-green rectangular door/panel and green point light at the exit cell; it should be visually prominent once unlocked. Use a Quaternius animated Cthulhu GLB as the sewer monster when available, scaled about 2.25, initially hidden, with Flying, HitRecieve, and Bite_Front animations as applicable. If it fails to load, use a glowing green cone-like fallback monster. Use Kenney factory pipe GLB assets for long pipes, bent pipe, and valve props when available. Provide restart behavior that resets player and monster positions, phase, fog, lights, exit lock, camera yaw, and prompt. Keep all visuals and UI faithful to a minimalist neon-lime-on-black sewer aesthetic; do not add weapons that work, inventory, score, health, enemies, collectibles, or extra levels.