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Arcade › SHELTER OF SURSUR
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Apéro Kjkjj built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about SHELTER OF SURSUR yet. Play it, then tell Apéro Kjkjj what you would add next.
SHELTER OF SURSUR was built by Apéro Kjkjj 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 SHELTER OF SURSUR 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.
Recreate a dark first-person mobile survival-horror exploration game titled “SHELTER OF SURSUR.” The player is inside an almost completely unlit shelter/building, viewed from a first-person camera. The visible environment should be sparse and mostly black, with faint charcoal-gray blocky walls, floor, and interior structures; the screenshot suggests a dim corridor or room rather than an outdoor space. Use a restrained black, dark gray, off-white, and deep red palette, with thin red accent lines and a stark minimalist horror presentation. At the top of the screen, create a compact HUD: on the left, show the current objective text “ENTER THE RECEPTION” (the screenshot also shows a small “SELECT” label nearby); across the upper middle/right, show “HP 100” with a pale horizontal health bar and “BAT 100” with a pale horizontal battery bar, each framed or accented by dark panels and a narrow red vertical line. Add a circular “BAG” button on the upper-right side. Near the center of the scene, show a small outlined interaction/location label reading “RECEPTION,” indicating the reception desk/target. On starting the game, display a large dark translucent instruction panel across the lower-middle portion of the view, with a thin red line along its left edge and centered white text: “The front doors seal behind you. Find the reception desk.” The immediate goal is therefore to navigate from the entrance through the dark interior and locate the reception desk/reception point. Do not add unsupported enemies, weapons, puzzles, inventory items, or story systems; focus on the shown exploration objective and HUD. Implement touch-oriented controls matching the screenshot: a large translucent circular virtual joystick in the lower-right corner for movement, with separate round buttons labeled “RUN” below/left of it, “CROUCH” to its upper-right, “USE” to its upper-left, and “LIGHT” above them. Keep the buttons circular, semi-transparent charcoal-gray with thin light-gray outlines and uppercase white labels. The LIGHT control should correspond to the player’s flashlight/battery resource represented by “BAT 100”; the scene should remain very dark when the light is not active. Include the BAG button for opening the bag/inventory interface, but keep the visible presentation faithful to the simple button shown. Use large readable sans-serif uppercase UI text, generous spacing, subtle transparency, and red vertical divider/accent bars. The overall feel is a minimalist, oppressive, low-visibility first-person shelter exploration game designed for a landscape mobile screen.