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SHELTER OF SURSUR

  • 3d
  • first-person
  • horror
  • adventure
  • mobile
  • exploration
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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 landscape-only, first-person 3D mobile horror adventure titled “SHELTER OF SURSUR,” set in a dark, foggy buried concrete refuge. Use a Three.js-like real-time 3D presentation with a first-person camera at about eye height, narrow industrial corridors, dark blue-gray concrete, sparse directional/hemisphere lighting, soft shadows, and heavy distance fog. Build three connected lengthwise shelter sections: Sector A / Intake from approximately z=14 to -19, Sector B / Archive from -19 to -43, and Sector C / Exit Shaft continuing to about -58. The corridor is roughly 34 units wide with tall concrete side walls and end walls; include a green shipping container in Intake, two barrels, a service chest, and a cinder block; add another barrel, chest, and block in the Archive. Use low-poly apocalypse-kit-style 3D props and a humanoid character model for the enemy.

The player starts at the Intake checkpoint and must complete a linear objective chain: first find and take the service key from the chest in Sector A; then reach the archive chest/panel and install the service fuse, which requires the key; then reach the powered terminal near the end of the Archive and read the terminal to obtain code 0417, which requires the fuse; finally reach the exit shaft at the far end and enter code 0417 to escape. Interaction is done by aiming the center reticle at a nearby interactable and tapping/clicking the center of the screen, or pressing E/Enter. Show contextual interaction text such as “TAKE SERVICE KEY,” “INSTALL SERVICE FUSE,” “READ TERMINAL: 0417,” and “ENTER CODE 0417.” Show toast feedback for locked/dead items and successful actions, including that the key is warm, power returns to the archive, and the code burns into memory.

Include a pursuing enemy called “the_sursur,” represented by an idle-animated humanoid character positioned in the Archive around the second section. Once the player has taken the key but has not yet obtained the code, the enemy slowly homes toward the player when within 14 units, turns to face them, and damages them within 1.5 units. Display a 100 health value internally; when it reaches zero, reset the player to the Intake checkpoint and change the objective to “The Sursur found you. Run deeper into the shelter.” The enemy should not pursue after the code is obtained.

Controls must support desktop and mobile landscape. On desktop use WASD or arrow keys for movement, E/Enter for interaction, Escape to pause, and P to save. On mobile, use a virtual analog stick on the lower-left for movement and drag on the right side to look around; clamp vertical look and allow horizontal yaw. Keep a small outlined circular crosshair at screen center. The app must explicitly require landscape orientation: in portrait show a black screen with a centered outlined panel reading “TURN DEVICE SIDEWAYS” and “SHELTER OF SURSUR is landscape only,” and do not show gameplay.

HUD: in gameplay show “SHELTER 07” at top-left, the current objective beneath it, the current sector at top-right (“SECTOR A // INTAKE,” “SECTOR B // ARCHIVE,” or “SECTOR C // EXIT SHAFT”), and a compact inventory/status line at top-right beneath the sector showing KEY, FUSE, and CODE 0417 as acquired (or “EMPTY HANDS” initially). Show toast notifications near the bottom center and the mobile stick ring when active. Do not add a combat weapon or invented enemies/items.

Menus and flow: the dark minimalist main menu should show “SHELTER OF SURSUR,” subtitle “THE DARK DNTI,” the line “A buried refuge. A dead signal. Something counting in the dark.”, buttons “ENTER SHELTER,” “LOAD SAVE,” and “SETTINGS,” and footer “Landscape mobile horror adventure.” Starting a new game sets the objective to “Find the service key.” Load/save progress with local storage, including objective, key/fuse/code state, player position, camera yaw/pitch, and other progression. The pause screen overlays gameplay with “PAUSED,” buttons “RESUME,” “SAVE PROGRESS,” and “QUIT TO MENU.” Settings should offer a graphics cycle LOW/MEDIUM/HIGH and audio percentage display, plus “TAP GRAPHICS TO CYCLE” and “BACK.” Use sparse synthesized tones for interactions, with audio volume controlled by the settings value. After successful escape, show a dark ending screen reading “YOU ESCAPED,” “The shelter doors open onto a frozen dawn.” and “Behind you, the lights blink one, two, three — still counting.” with a “RETURN TO MENU” button. Overall art direction is restrained, cinematic, cold, nearly black industrial horror with gray-blue UI panels and pale blue-gray typography.

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