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Shelter of Sursur

  • 3d
  • first-person
  • survival-horror
  • exploration
  • puzzle
  • atmospheric
  • escape
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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.

Recreate "Shelter of Sursur" as a dark, first-person 3D survival-horror exploration game in landscape orientation. Use a Three.js-style real-time 3D scene with a 72-degree perspective FPS camera, subtle dark green-black fog, very low-key lighting, soft shadows, and a nearly black background. The player is an invisible first-person character represented only by the camera, starting in an outdoor forest yard at roughly the south end of a long connected facility. Movement is FPS keyboard/touch movement with sprint, crouch, jump/gravity, and a small central circular reticle; interaction is directed through the reticle/raycast at close range and triggered with E or an on-screen INTERACT button.

Build one connected linear environment running north/south: a large outdoor yard surrounded by dark perimeter walls and scattered trees, three simple abandoned concrete/metal-roof houses, then an intake area, generator hall, long underground corridor/maintenance wing, archive wing, and a final escape yard. Floors are broad rectangular slabs; use simple box architecture with concrete-gray walls, dark green ground, metal beams overhead, crates, a gate, and sparse props. Place readable floating labels such as "INTAKE 04", "GENERATOR HALL", and "ARCHIVE WING". The visual style should be stark, low-poly/industrial, damp and ominous: desaturated charcoal, green-gray, dull metal, dark red emergency accents, and limited visibility from exponential fog. Include trees around the outdoor yards and a simple dark stalking humanoid creature with a capsule-like body, round head, and one small red eye.

The core goal is to progress through locked areas and escape. Start with the objective text "Find a way into the shelter." In the outdoor houses/yard, place a brass key and a field note. The brass key is collectible by looking at it and interacting; hide it near an abandoned house and then require it to open the intake/shelter access door. On pickup, add "brass key" to inventory and update the objective to use it on the intake door. The intake door opens by rotating/folding away when the key is owned and changes the objective to enter the generator hall and restore power. Put an access card in the intake/early maintenance area, collectible as "access card"; require it for the generator room door. After opening that door, update the objective to find the generator switch in the maintenance wing. Place a red generator switch in the generator area. Interacting with it turns generatorOn true (only if the access card is owned), changes its material to a lit/gold-like key color, and updates the objective that the archive security door now has power.

Place an archive security door farther along the underground route and a keypad beside it. The keypad interaction explains that a three-digit code is required; interacting with the archive door prompts for a three-digit code, and the correct code is 314. Successful entry opens the door and changes the objective to reach the archive wing and uncover the first incident log. Wrong attempts increment a counter and say that the archive code is hidden in shelter records. Include a field note reading: "A cold brass key stamped S-04." and "Field note: ‘The listening pipes are not empty. They answer when the generator starts.’" Include an archive note in the corridor/maintenance area reading: "Incident log 12: ‘We built the shelter for storms. The first voice came from below the water table.’" Notes open a modal found-document panel when collected/interacted with and are added to discoveries.

At the far end, place a vehicle gate and a simple boxy escape vehicle in the final yard. The gate requires generatorOn and otherwise reports that it has no power. Once powered, opening it updates the objective to reach the escape vehicle outside. Interacting with the vehicle while the generator is on opens an "Escape route" modal with text that the engine coughs awake and the forest road disappears into rain, plus a START ESCAPE button. Starting it shows a "Chapter One Complete" panel saying the player leaves the Dark Dnti but the listening pipes are still humming beneath the road. This is the completion state; do not add combat weapons or extra enemies.

Implement one simple stalker enemy patrolling the underground/maintenance region between three waypoints. It slowly patrols when calm. It becomes alert when the player is within about 10 world units, or within about 18 units while the flashlight is on, then chases the player at roughly double speed. When within close range it continuously damages health and changes the objective to "RUN — the thing in the maintenance wing has found you." There is no attack system. Health starts at 100; if it reaches zero, reset health to 100, return the player to the outdoor starting position, and set the objective to "You wake outside the shelter. The forest path is still there."

Add a flashlight controlled by F or the FLASHLIGHT button. It is a narrow forward spotlight with a cold pale-green/white color and limited range, and it drains a HUD battery resource while active; battery starts at 100 and decreases gradually. Include HUD text at upper left for the current "Objective:" and upper right showing HEALTH, BATTERY, and the current graphics preset. Keep a small circular reticle in the center, show an "E / INTERACT" prompt near the bottom center when a raycasted interactable is in range, and provide touch-friendly bottom controls: SPRINT, CROUCH, FLASHLIGHT, INTERACT, INVENTORY, and PAUSE. Crouch visibly lowers the player/camera scale and toggles active styling; sprint is a hold action.

Inventory opens a modal listing collected items or "Your pockets are empty." Notes/discoveries should persist in state. Pause opens a dark modal titled "Shelter of Sursur" with atmospheric text about the facility remembering opened doors, keeping the light low, and moving when pipes answer. Include SAVE and LOAD using local browser storage, RESUME, and LOW/MEDIUM/HIGH graphics presets that alter fog density, pixel ratio, and shadows. Save route/objective/inventory/discoveries/health/battery/generator state and settings locally. Use translucent dark UI panels with thin muted green-gray borders, pale gray-green text, compact uppercase labels, and a restrained emergency-red light near the intake area. On portrait mobile, hide the game HUD and display a centered message asking the player to rotate the device to landscape.

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