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SHELTER OF SURSUR

  • 3d
  • first-person
  • horror
  • survival
  • exploration
  • mobile
  • linear
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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 mobile/browser horror exploration game titled “SHELTER OF SURSUR: THE DARK DNTI.” Use a dark, claustrophobic buried concrete shelter rendered in Three.js-style low-detail 3D: near-black background, blue-gray fog, dim cool hemisphere/moon lighting, occasional red fill light, rough concrete walls and floors, dark ceilings, metal doors, pipes, crates, cylindrical tanks, hanging blue-white bulbs, and four dark red ritual rings painted on the floor. The player is a human first-person avatar with a camera at about eye height, moving through a long linear sequence of connected rectangular rooms along the X axis: intake at x=0, barracks at x=14, pump hall at x=28, archive at x=47, and an escape shaft at x=63. Each room is enclosed by concrete walls, floor, and roof, with visible metal door panels at the transitions. Keep the player constrained to the shelter corridor/room strip, approximately x=-5 to 68 and z=-5 to 5.

Start with a title menu overlay on the 3D scene. Show “SHELTER OF SURSUR,” subtitle “THE DARK DNTI,” the description “A long-form mobile horror survival journey through a buried shelter where the walls remember your name.”, buttons “BEGIN DESCENT” and “LOAD LAST SAVE,” and the footer “Landscape • touch controls • autosave.” On portrait screens, do not allow play: cover the screen with a dark overlay saying “ROTATE YOUR DEVICE” and “SHELTER OF SURSUR is landscape only.”

The core gameplay is exploration, searching for six close-range interactable objects, and following a changing objective. Place three pale paper notes at roughly (2,1.2,-2), (17,1.2,-2), and (50,1.2,-2); one glowing fuse at (12,1.2,-2); a glowing valve at (28,1.2,0); and a glowing keycard at (45,1.2,-2). Interacting is done by tapping the center/crosshair on mobile or pressing E/Enter on keyboard when within about 2.1 units; the nearest unused object is collected, disappears, and is saved. Notes increment NOTES from 0/3 and show brief messages such as “The paper is damp. The ink is fresh.” The fuse increments FUSES to 1 and advances the objective. The valve sets the valve objective state, and taking the keycard wakes the monster.

Use this exact progression: begin with objective “Find a way into the shelter.” When the player crosses beyond x=6, change to chapter 1 and objective “Search the barracks for the fuse.” Once the fuse is collected, the objective becomes “The pump hall is open. Find the valve.” After the valve is collected, change to “The archive door is unlocked. Find the keycard.” Once the keycard is collected, wake the enemy and change the objective to “RUN. Reach the escape shaft.” When the player reaches beyond x=58 with the keycard, trigger the ending. Do not require a separate door-opening interaction; progression is based on exploration thresholds and item collection, while the metal doors remain environmental visuals.

The enemy is “TheDnti,” a nearly black humanoid creature with a capsule-shaped body, two tiny dark-red glowing eyes, initially hidden/invisible in the pump-hall region around (33,0,-3). It becomes visible only after the keycard is collected. It pursues the player only when within 15 units, moving faster when within 6 units, turning to face the player. Within 1.3 units it drains health at roughly 24 points per second. Display HEALTH 100; if health reaches zero, restore health to 100, teleport the player to about (47,1.65,3), and show the message “You wake beneath the archive stairs. The shelter moved you.” There is no combat weapon or attack system.

Use a persistent HUD over the 3D view: current objective at upper left, “HEALTH” beneath it, “NOTES 0/3” at upper right, and after chapter 1 “FUSES 0/1.” Put a small thin crosshair at screen center. At the bottom show a PAUSE button and the instruction “Move: left stick • Look: drag right • Interact: tap the center.” Show temporary dark translucent message bars near the bottom for item/story feedback. Include a pause function. Mobile controls use a virtual left joystick area occupying the left side for movement and right-side drag for yaw/pitch camera look; keyboard fallback uses WASD or arrow keys for movement, Shift for faster movement, E/Enter to interact, Escape to pause, and P to save. Autosave progress and player position, heading, health, chapter, objectives, and collected items to local storage, and provide LOAD LAST SAVE on the title screen.

For the successful ending, darken the whole HUD with an overlay, show “ESCAPE,” and the text: “The hatch opens. Dawn enters the shelter for the first time in thirty years. Behind you, something whispers your name — then the dark goes quiet.” Include a “RETURN TO TITLE” button. Maintain a restrained horror presentation: no invented combat, dialogue trees, inventory screens, weapons, extra enemies, or non-linear map; the visible experience should be a dim, foggy first-person walk through the five-room shelter with simple glowing/paper collectible markers and a chase sequence near the end.

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