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Shelter of Sursur

  • 3d
  • first-person
  • survival-horror
  • exploration
  • mobile
  • dark-hospital
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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. Apéro Kjkjj built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

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.

Read the build brief for Shelter of Sursur

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 first-person 3D survival-horror exploration game titled “SHELTER OF SURSUR: THE DARK HOSPITAL,” with the menu title “THE DARK HOSPITAL” and subtitle “AN ORIGINAL MOBILE SURVIVAL HORROR.” Build it as a dark, mobile-oriented browser game rendered in Three.js, designed for landscape orientation. Use a nearly black blue-gray background, exponential darkness/fog, muted gray hospital materials, restrained red emissive lighting, soft shadows, and a stark cinematic interface with thin translucent borders and spaced uppercase typography. The game should feel like a sparse, low-poly/procedural abandoned hospital lit primarily by the player’s flashlight.

Camera and movement: use a first-person perspective with a 72-degree field of view, normal WASD movement and mouse-look on desktop, and landscape mobile controls consisting of a virtual joystick at bottom-left plus a right-side look area. Add mobile buttons labeled USE, LIGHT, CROUCH, RUN, BAG, and II. Keyboard shortcuts should include E to interact, F to toggle the flashlight, I to open the inventory, and Escape to pause. The RUN control may display “HOLD RUN TO SPRINT,” while crouch toggles a crouching status message; preserve the simple implementation where these controls do not need to add complex stealth or animation systems. Prevent portrait play with a full-screen message asking the player to rotate the phone.

World: construct one connected hospital with enclosed rectangular rooms, walls, floors, ceilings, and narrow linking corridors. Include Reception at the front, a Main Lobby, an Emergency Wing on the left, a Patient Wing on the right, Operating Theatres farther down the central route, a Basement below/behind the operating section, and a Secret Lab at the deepest end. Use dark charcoal walls and floors, gray trim, simple ceiling light fixtures that barely glow, red warning/emissive lights, and large floating/sign-like labels such as RECEPTION, EMERGENCY, OPERATING THEATRES, and AUTHORIZED PERSONNEL ONLY. Place hospital props including beds in the patient/emergency areas, medical cabinets, a front security door, a generator, and a security terminal. The overall spatial progression should run from the front entrance toward increasingly restricted underground sections.

Start the player near the hospital entrance/front reception, with the front security door visible nearby. Provide an objective HUD at the top-left beginning with “OBJECTIVE: Enter the hospital.” At the top-right show FLASHLIGHT with a percentage meter and STAMINA with a red percentage meter; start both at 100%. Add a temporary centered interaction/message prompt near the bottom of the screen. Nearby interactable objects should show a prompt such as “[E] MAINTENANCE KEY” or their uppercase name when in reach.

Core survival mechanics: give the player a cone-shaped cool-white flashlight attached to the camera. It starts on, illuminates a limited distance, and slowly drains the flashlight battery over time; picking up a battery pack restores 35%, up to 100%. When the battery reaches zero, turn the flashlight off. Let movement consume stamina while moving and regenerate it while standing still. Include a health value internally starting at 100; contact with a pursuing enemy gradually damages the player, and when health reaches zero reset the player to the checkpoint/front position, restore health, and display “THE HOSPITAL LETS YOU GO — FOR NOW.” Do not add weapons or combat: the player can only explore, use objects, manage the flashlight, and avoid threats.

Progression and interactables: place a torn note in reception containing the text “The transfer list is wrong. Room 4B was sealed after the lights went out.” Place a maintenance key near the front/lobby and a battery pack nearby. Put a locked red generator-room door in the central route that requires the maintenance key. Interacting with it while carrying the key unlocks it, removes it as a collision obstacle, displays an unlock message, and changes the objective to “Restore power in the emergency wing.” Place a generator in the emergency/operating area: it works only if the maintenance key is in the inventory, then sets the generator flag, adds a “generator fuse” inventory item, and changes the objective to “Use the security terminal in the operating wing.” Otherwise display “THE GENERATOR PANEL IS SEALED.” Place a security terminal in the operating wing; it works only after generator power is restored, then grants a “security keycard,” sets the security flag, and changes the objective to “Reach the sealed laboratory below.” Otherwise display “NO POWER.” Put a second locked red Laboratory Door near the deep lab route requiring the “security keycard”; once unlocked, remove it from collision and display a door-open message.

Continue the progression by updating objectives according to the player’s z-position: when moving deep beyond the operating area, show “Restore power in the emergency wing” until power is restored; after the security override and reaching the deep section, set the progression to part 3 and show “Enter the secret laboratory”; once deep enough in the underground lab, set the lab flag and show “Escape through the underground maintenance tunnels.” When the player returns toward the central/front route after entering the lab, show “Reach the outside vehicle,” and at the front outside area show “Start the vehicle and leave the hospital.” Preserve this as an exploration/progression slice: no need to invent a vehicle model or a completed ending if none is present.

Enemies: include a named enemy called “the_sursur,” represented by a horror nurse humanoid model in the left/emergency side of the hospital. Have it patrol a rectangular route through the ward and corridors. It has a patrol state, can see within roughly 13 world units and hear movement within roughly 8 units; when it detects the player, switch to a search/chase behavior, face and move toward the player, display “A SOUND ECHOES THROUGH THE WARD,” and repeatedly damage the player when very close, showing “RUN.” If it loses visual contact, let it search for several seconds before returning to patrol. Add a second simpler shadow enemy deeper in the operating/basement area: a small dark capsule-like figure with one tiny red eye, patrolling a short rectangular path, with shorter sight and hearing ranges. Keep the enemies threatening but non-combat-focused.

Inventory and persistence: pressing I or the BAG button opens a dark “FIELD INVENTORY” panel showing collected items in a grid, initially “EMPTY,” with a CLOSE button. Items include TORN NOTE, MAINTENANCE KEY, GENERATOR FUSE, and SECURITY KEYCARD. Pickup items disappear from the world once collected and display a brief “ADDED: …” message. Support New Game, Continue, and Load Game from the main menu, storing the game state in browser local storage under a save slot; restore the inventory, objective, flags, battery, health, and player checkpoint when loading. Include Settings with LOW, MEDIUM, and HIGH graphics profile buttons and a sensitivity slider, plus a Credits panel explaining it is an original browser-based horror slice for landscape Android with procedural architecture and CC0-style asset-library props. The pause button should toggle paused/resumed status.

Main menu presentation: cover the scene with a centered dark translucent card, subtle radial red glow, thin gray border, and strong shadow. Show the kicker “SHELTER OF SURSUR,” title “THE DARK HOSPITAL,” subtitle “AN ORIGINAL MOBILE SURVIVAL HORROR,” and vertically stacked buttons NEW GAME, CONTINUE, LOAD GAME, SETTINGS, and CREDITS. Include small gray copy that says the hospital sections are connected by the same progression system and encourages careful exploration. Keep the interface minimal, ominous, and readable, with restrained red hover/active states and no bright colors beyond the flashlight and warning accents.

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