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SHELTER OF SURSUR

  • 3d
  • first-person
  • survival-horror
  • exploration
  • puzzle
  • mobile
  • atmospheric
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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 landscape-only, first-person 3D survival-horror exploration game titled “SHELTER OF SURSUR: THE DARK HOSPITAL.” The presentation should be dark, restrained, and cinematic: nearly black blue-green environment, fog, cool desaturated lighting, hard-edged industrial hospital architecture, subtle bloom/emissive ceiling panels, and a clean monochrome teal-gray interface. Use a Three.js-style first-person camera with mouse/touch look, a centered thin crosshair, walking, sprinting, crouching, and interaction. The game should also be usable on mobile landscape with large circular bottom-right action buttons.

Begin on a full-screen title menu over a dark radial-gradient background with a centered bordered card. Show the small kicker “ORIGINAL SURVIVAL HORROR / MOBILE EDITION,” the large spaced title “SHELTER OF SURSUR,” subtitle “THE DARK HOSPITAL,” and a two-column button grid: NEW GAME, CONTINUE, LOAD GAME, SETTINGS, CREDITS, EXIT. Add the footer text “Part 1 — The Arrival · A long-form exploration framework with original story hooks, puzzles, checkpoints and enemy encounters.” Settings, credits, and exit may be lightweight scaffold actions that show a toast rather than opening full systems. On portrait mobile, hide the game and show a centered instruction to rotate the phone horizontally.

The playable space is a compact dark hospital arrival/reception corridor built from simple box geometry. Make a long rectangular interior approximately 28 units wide and 42 units deep, with dark floor, ceiling, side walls, and repeated corridor divider walls at intervals. Use a dark gray-green palette, rough materials, heavy exponential fog, dim hemisphere/moon lighting, and a player-mounted cool-white spotlight flashlight that illuminates roughly 18 units ahead. Add cyan/gray emissive ceiling light panels at several points, wall signs with dim red glow accents, utility cabinets, and imported or equivalently recognizable low-poly props: a reception desk and chair near the front, hospital beds in side areas, a maintenance machine deeper in the hall, and a door at the east-wing entrance. The player starts near the reception lobby, facing down the hospital, at standing eye height; there is no jumping.

The initial objective is exactly: “Reach the reception desk and find a way into the east wing.” Place three important interactables around reception. A nurse station note lies on the reception desk and can be read at close range. Its title is “NURSE STATION / 03:17” and its body says: “The west stairwell is sealed again.\n\nIf the lights fail, do not follow the intercom voice. It repeats phrases from the old patient recordings. The brass key is not for a door — it is for the service panel behind reception.” Place a small brass key nearby. Place a dark service panel behind reception. Place a locked east-wing door/gate farther down the corridor. Interaction is a forward raycast from the crosshair, only within about 3.2 units, using E on keyboard and an on-screen INTERACT button on mobile. If nothing is within reach, show “Nothing useful within reach.”

The interaction progression must work as follows: reading the note adds “NURSE STATION / 03:17” to notes and changes the objective to “Use the clue behind reception to restore power to the east wing.” Picking up the brass key hides it, adds an inventory item called “Brass key” with description “A tarnished service key stamped S-03,” shows “Picked up: brass service key,” and changes the objective to “Find the service panel behind reception.” Before the key, the service panel says it is locked; with the key, interacting with it solves the puzzle, changes its material to a red active state, adds “Service fuse” with description “A ceramic fuse pulled from the panel,” shows “Power rerouted. Something answered from the corridor,” and changes the objective to “Reach the east wing gate. The lock has released.” Before solving the puzzle, the east-wing door says “Locked. The dead indicator reads SERVICE POWER.” Afterward, interacting with it hides/opens the door, shows “East wing access granted,” and changes the objective to “Enter the east wing and locate the emergency stairwell.” Do not add combat weapons or attacks; the game’s threat is avoidance and distance.

Include one enemy called “The Husher,” represented by a pale gray, cute-low-poly ghost/monster model in the deeper hospital around the maintenance area. It idles/patrols by oscillating around its home position, then becomes alert if it is within 5 units or in the player’s forward view within about 11 units. When alert, show the HUD hint “Something is moving beyond the light. Keep your distance.” and have it search/chase toward the player at about 0.5 units per second, stopping close to the player and dealing approximately 5 health per second. It should lose alertness after searching for a short period if the player is more than 7 units away. The ordinary hint before and after encounters is “Explore carefully. The hospital is not empty.” If health reaches zero, show “The corridor swallowed the light. Reload the checkpoint.”, restore health to 100, and reset the player near the start.

Implement the HUD as an unobtrusive dark translucent overlay. At the top-left, show a bordered “CURRENT OBJECTIVE” panel with the current objective. At the top-right, show three meters: HEALTH with numeric percentage starting at 100, STAMINA, and FLASHLIGHT with numeric battery percentage starting at 76. Health uses a muted red fill, stamina a pale blue fill, and flashlight a neutral pale fill. Sprinting drains stamina and stopping regenerates it; use a faster movement speed while holding the RUN button, otherwise normal movement. The flashlight starts on and drains battery slowly; the LIGHT button or F toggles it, and it automatically turns off when battery reaches zero. Add bottom HUD controls labeled INTERACT, LIGHT, CROUCH, RUN, and BAG. Crouching/C toggles the camera height between approximately 1.65 and 1.05 units and shows a toast “Crouching” or “Standing.” Include short-lived centered-bottom toast messages for pickups, puzzle events, saves, and toggles.

Add an inventory overlay opened by BAG or I. It should list the starting items: “Pocket radio” — “A dead radio with a cracked frequency dial.”, “Brass key” — “Unknown destination.”, and “Hospital map” — “Reception and east wing only.” After pickup/update, replace the brass key description with the stamped-key description and add the Service fuse. Add a notes modal for the recovered nurse note. Add an Escape pause overlay with “Paused,” the line “The corridor waits in the dark,” and buttons RESUME, SAVE CHECKPOINT, and RETURN TO MENU. Save the complete progression/health/resources/objective/inventory state to browser local storage under a checkpoint, and make Continue/Load Game restore it; saving shows “Checkpoint saved — Reception / Part 1,” while loading with no save shows “No checkpoint found.” Keep the visual style consistent with the supplied screenshot: sparse black background, thin gray border lines, widely tracked uppercase typography, dark teal panels, cool pale text, and a tense minimalist survival-horror mood.

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