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Shelter of Sursur

  • 3d
  • first-person
  • survival-horror
  • mobile
  • exploration
  • story-driven
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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.

Rebuild “Shelter of Sursur: The Dark DNTI” as a mobile-first, landscape-only first-person survival-horror game in Three.js or an equivalent 3D engine. The game opens with a nearly black blue-black screen and, in portrait orientation, shows centered white text “ROTATE DEVICE” with the subtitle “SHELTER OF SURSUR is landscape only”; only landscape play is supported.

Camera and presentation: use a first-person camera attached to a player at about eye height, with mouse/touch-look yaw and pitch. The world is a long, linear outdoor road and connected shelter/tunnel spaces extending along the negative Z direction. Use a dark desaturated palette: black-blue sky/background, charcoal concrete and walls, muted gray metal, rusty brown trim, dark wood, and sparse cold blue-gray lighting. Add fog that obscures distant parts of the road and shelter. Use a dim hemisphere light, weak directional light, and a subtle blue point fill. Give the player a forward-facing white flashlight spotlight with a limited range and cone; it starts on and visibly defines the exploration atmosphere. The scene should feel stark and low-detail, with box-built industrial architecture and a few simple imported/low-poly pine trees outside.

World layout: begin the player on an outdoor road around Z=+9, facing toward a long shelter entrance at negative Z. Make the road broad and dark, with rusty narrow edge strips. Ahead is a concrete/metal shelter corridor from roughly Z=-12 to -36, about 16 units wide, with tall dark side walls, intermittent ceiling panels, a front and back wall, and side rooms/bays. Place benches on the left and metal cabinets on the right in several bays; include a desk and black monitor in the first bay, a large metal generator in the maintenance bay around Z=-27, and a metal lab table around Z=-30. Add dark pine/tree silhouettes around the starting outdoor road. Load/use a few low-poly pine trees and window-wall architectural pieces if available, but preserve the blocky dark industrial look.

Beyond the shelter, create a concrete underground tunnel from approximately Z=-37 through Z=-63, narrower than the shelter, with repeating concrete side-wall segments and visible horizontal pipes along both sides. End it at a gate/door around Z=-66. To the right of the tunnel, create a side trail/room containing an abandoned wooden house around x=19, z=-42: a wood floor, wooden back wall and side walls, and enough open space for the player to search it. Continue the main road past the gate to a final vehicle area around Z=-78 to -90, with a concrete garage/end wall. Place a rusty brown vehicle at approximately Z=-84: rectangular car body, dark windshield, four dark wheels. The goal is to repair and drive/escape in this vehicle.

Core progression and interactions: provide a single “USE” interaction button and keyboard E equivalent. The linear objective sequence is: 1) “Reach the shelter entrance”; 2) “Find the security fuse”; 3) “Restore power in the maintenance bay”; 4) “Search the laboratory for the lower keycard”; 5) “Descend into the underground section”; 6) “Follow the sound to the abandoned house”; 7) “Find fuel and a valve for the vehicle”; 8) “Escape the shelter.” Interaction is proximity/zone-based. At the shelter entrance, show a message that the door is locked and that a maintenance hatch is open near the east wall, and add the note “The facility was evacuated in a hurry.” In the shelter bay, find the maintenance fuse; show “Found: maintenance fuse,” and add a note that power is routed through the old maintenance bay. In the maintenance bay, restoring the generator advances the story and displays “Generator restored. Something moved in the dark.” In the laboratory, finding the lower keycard advances the story, opens the lab progression, and adds a note that lower levels were sealed after “Incident DNTI-07.” In the underground section, using the door displays “The underground door opens. Keep the flashlight low.” and advances the objective. After this, using/interacting in the tunnel takes the player to the abandoned house side trail and says “A side trail leads to an abandoned house.” In the house, find a fuel canister, then a brass valve; show the corresponding found messages and notes. Once fuel and valve are collected, interact at the final vehicle area; show “The vehicle coughs to life. Something is running toward you.” Then interact again to complete the escape.

Threats: include a tall, nearly black humanoid “Watcher” in the shelter that becomes visible after generator restoration. It should look like a simple dark capsule-like human silhouette, pursue/turn toward the player when close, and damage health if within about 2.2 units; it slowly approaches within a larger detection range. Include a dark reddish “Runner” capsule-like humanoid in the underground section after the underground door opens. It turns toward and chases the player in the tunnel; when close, display “Run. The corridor is collapsing.”, push/urge the player forward, and reduce health. After the vehicle is made ready, reuse/show the runner near the gate/final approach and have it continue pursuing. There are no weapons or combat mechanics: survival is based on movement, flashlight use, and reaching objectives.

Player movement and constraints: support WASD/arrow movement and touch controls. On mobile, render a translucent virtual joystick at lower left, a touch-look region on the right, and buttons for USE, RUN, CROUCH, and FLASH. Support Shift/RUN for a faster speed, C/CROUCH for slower movement, and F/FLASH to toggle the flashlight. Keep the player at eye height, constrain normal movement to the road/corridor bounds, and allow the side-house area at x around 19. Battery drains gradually while the flashlight is on, beginning at 78%; when it reaches zero, turn the flashlight off and show “Flashlight battery empty.” Health starts at 100 and decreases from enemy contact. If health reaches zero, pause on a game-over overlay reading “THE SHELTER REMEMBERS,” “Tap restart to return to the last safe moment.”, and a RESTART button.

HUD and menus: use a flat canvas-style overlay over the 3D view. During play, show a dark translucent upper-left panel with “OBJECTIVE,” the current objective, and “BATTERY [percent]%   HEALTH [percent].” At the upper right show pause (Ⅱ) and flashlight/light (☼) controls. At the bottom right show NOTEBOOK and INVENTORY buttons plus the touch controls; show short dark translucent centered message banners for discoveries and story events. Notebook contains the collected narrative notes, and inventory tracks fuse, keycard, valve, fuel, battery, and notes. The main menu is a dark overlay with the title “SHELTER OF SURSUR,” subtitle “THE DARK DNTI,” description “A mobile first-person survival horror journey,” buttons PLAY, CONTINUE, and SETTINGS, and footer text “Landscape / touch controls / autosave checkpoints.” PLAY starts at the roadside and says “Find the shelter. The road is not empty.” CONTINUE loads the saved progress from local storage; autosave at progression changes and provide “Progress saved”/“Save loaded” feedback. Pause returns to the menu.

Ending: after the final vehicle interaction, show a dark ending overlay with “ESCAPE” and the line “The road disappears into the dawn. Behind you, the shelter lights go out one by one.”, followed by “SHELTER OF SURSUR: THE DARK DNTI” and NEW GAME and CREDITS buttons. Keep the overall art direction minimalist, tense, foggy, low-lit, industrial, and grounded in simple geometric shelter architecture rather than adding unrelated enemies, weapons, puzzles, or systems.

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