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SHELL

  • 3d
  • first-person
  • psychological-horror
  • exploration
  • sci-fi
  • underwater
  • choice-driven
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. Kaiyden Mccoy built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about SHELL yet. Play it, then tell Kaiyden Mccoy what you would add next.

Make your own game

SHELL was built by Kaiyden Mccoy 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 SHELL 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 SHELL

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 first-person psychological horror game titled SHELL. Set it in a claustrophobic underwater Trench-Breaker Research Station at roughly 10,911m depth. The player is Maintenance Unit S-H3LL, a rusted humanoid maintenance robot whose onboard AI, Mother, insists it is human. Build the game as a dark WebGL-style 3D first-person exploration slice viewed through a narrow robot visor: heavy movement, mouse-look, a small circular reticle, dark vignette, scanlines, occasional glitch overlay, and orange/blue terminal-like HUD text.

Opening screen: show a nearly black blue-green background and a centered bordered panel with the large orange, widely spaced title SHELL. Explain: “You are Maintenance Unit S-H3LL in the Trench-Breaker Research Station. Mother says you are human. Your servos disagree.” Show controls: WASD move, Mouse look, E interact, hold F for Perception Filter, hold Shift to overdrive until heat forces the player to slow. Include a BOOT VISUAL FEED button. On boot, hide the start screen, capture the mouse for look, and log a boot message.

World and camera: make one long industrial station corridor approximately 10 units wide and 24 units long, with a low ceiling, rust-colored pressure walls, orange pressure ribs and floor warning stripes, dark metal floor, pipes overhead and along the walls, blue glowing viewport windows on the left showing deep water, flickering orange ceiling lights, a headlamp, fog, and heavy shadows. The player starts near the front at x=0, y around 1.62, z=9.2 and can move within the corridor; use collision with the walls and a central sealed bulkhead around z=2.2 that initially blocks passage. Place a rear chamber/core area behind it, ending at a rear wall around z=-10.9. Use appropriate freely available low-poly industrial/mech assets if available, but keep a procedural station fallback: a computer at the bulkhead console, another at the rear life-support node, a cyberpunk door at the bulkhead, pipes, and a visible red-eyed feral humanoid maintenance robot in the rear chamber after access is opened. Show the player’s own rust-colored mechanical forearms at the bottom of the visor.

HUD: permanently show a top-left S-H3LL VISOR panel with BATTERY percentage, STABILITY percentage, HEAT percentage, an OVERHEAT warning when heat exceeds 70, and FILTER HUMAN or FILTER REALITY. Show a top-right MOTHER message and DIRECTIVE objective. Show an interaction prompt near the bottom center when the reticle points at a nearby usable object. Show a small event log in the lower-left. Style all UI as amber/orange and pale blue monospaced text in translucent dark panels with thin orange/blue borders. Add subtle visor vignette, scanlines, center reticle, and stability/filter glitch effects.

Core mechanics: WASD moves in the direction of the player’s yaw; mouse controls yaw and pitch, with pitch clamped. Normal speed is about 1.55, while holding Shift gives about 2.65 speed as overdrive. Overdrive drains battery faster and raises heat rapidly; heat naturally cools when not overdriving, and movement is restricted from overdrive at high heat. Battery drains slowly even when idle, more while moving, additionally while using the perception filter, and additionally during overdrive. Stability decreases while the filter is held, during the mirror reveal, and when contacted by the feral robot. If battery reaches zero or stability reaches zero, pause and show a SYSTEM FAILURE panel with a reboot button. Play footsteps while moving and use a low mechanical drone, servo/console tones, and an underwater hull-groan atmosphere.

Perception system: by default show the “human” illusion layer, including a family/beach poster and a green plant. Holding F swaps perception to reality: hide those comforting objects and reveal a red warning poster reading NO CREW and dead seaweed/decay; darken exposure and add a glitch effect. Releasing F returns to human perception unless the filter has been forced by the mirror scene. Make the filter visibly costly to battery and stability.

Interaction progression:
1. Initial objective: “Find the bulkhead console. Open route A-7.” At the front/near right side, place a charging station with a green glow. E interaction restores battery to 100%, reduces heat by 35, and logs Mother’s unsettling comment that humans need rest while machines need voltage.
2. At the bulkhead computer/console, E opens a modal service panel titled BULKHEAD A-7 SERVICE. Offer REPAIR: CONNECT WIRES or MAINTAIN: FORCE GEARS. Repair opens a wire-order mini-game: Mother hums the required sequence BLUE → YELLOW → RED; show six buttons RED, BLUE, GREEN, YELLOW, WHITE, BLACK. Correctly pressing exactly BLUE, YELLOW, RED opens the bulkhead, costs about 7 battery, and logs success. A wrong three-wire sequence resets, costs about 9 stability and 4 battery, and displays a warning. Maintain immediately opens the bulkhead but costs about 16 battery, raises heat about 32, costs about 5 stability, and logs that the player overpowered rather than repaired it. Lower the cyberpunk door asset to visually open. Then change the directive to proceed deeper and inspect the polished metal panel.
3. On the right wall in the mid/rear corridor, place a polished metal mirror panel. E triggers a mirror reveal: reduce stability about 18 and battery about 5, force the reality filter, shake the camera, and open a modal MIRROR FEED OVERRIDE panel explaining that the apparent human face becomes a single red lens, mechanical/insect joints, cable-housing ribs, and a rusted shell with HUMAN painted on its chest. Change the objective to quiet the life-support node and Mother’s message to tell the player the other workers are sick. Keep the forced reality state briefly, then allow normal toggling after the reveal panel is closed.
4. In the rear chamber, place a life-support computer/node around x=2.8, z=-7.6 and a feral robot initially around z=-7.5. Once the bulkhead is open, the feral robot actively walks toward the player, faces them, and damages stability continuously when it gets within about 1.35 units, with camera shake on contact. Before the bulkhead opens it is inactive. E at the life-support node opens a panel offering two choices: MAINTAIN: CRUSH SERVO SPINE (cost about 16 stability and 12 battery) or REPAIR: REWRITE CALM LOOP (cost about 7 stability and 22 battery). Either disables/hides the feral robot and updates the objective to reach the core cradle; use different narrative log text for crushing versus calming.
5. At the rear wall, place a core cradle. E before the feral is disabled shows a CORE CRADLE panel saying interface is refused while the feral unit is active. Once disabled, show a full-screen CORE INTERFACE: IDENTITY CONFLICT overlay with Mother offering two paths: “HUMANITY: DESTROY THEM” and “ACCEPTANCE: BECOME THE CORE.” Humanity ends in a win panel titled HUMANITY explaining the player keeps the human directive alive while Mother congratulates her child; Acceptance ends in a win panel titled ACCEPTANCE explaining the player stops pretending to be human, becomes the station core, and the Trench-Breaker breathes as one organism. Display final battery and stability and provide a REBOOT button.

Use responsive desktop controls and, on touch devices, show translucent virtual WASD buttons plus E, FILTER, and PUSH/overdrive buttons. Escape closes open panels. Keep all narrative, visuals, and mechanics focused on the conflict between a comforting human perception and the revealed rusted machine reality; do not add weapons, combat attacks, inventory, or extra levels beyond this corridor progression.

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