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SHELTER OF SURSUR

  • 3d
  • first-person
  • survival-horror
  • exploration
  • mobile-friendly
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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 browser-based first-person 3D survival-horror exploration game titled “SHELTER OF SURSUR.” Use Three.js or an equivalent WebGL engine with a full-screen canvas and a separate 2D HUD overlay. The game is set in a dark, sealed underground emergency shelter beneath Sursur, presented in a cold blue-gray, low-light style with heavy dark fog. The opening menu should fill the screen with a nearly black background and a centered translucent dark panel. Show the title “SHELTER OF SURSUR,” subtitle “THE DARK DNTI · SURVIVAL HORROR,” and this story text: “The emergency shelter beneath Sursur was sealed for 19 years.” “Tonight, the radio came back online.” “Explore. Restore power. Survive what wakes below.” Include buttons for “NEW DESCENT” and “LOAD SAVE,” plus the hint “LANDSCAPE / HORIZONTAL · left joystick to move · right drag to look · tap INTERACT.”

When a new game begins, place the player in a first-person camera at the near end of a linear underground shelter. Build three connected rectangular rooms/corridor sections along the Z axis: “Shelter” from roughly z=0, “Archive” around z=-22, and “Drainage” around z=-44. Each room is about 16 units wide and 18 units deep, with dark charcoal floors, blue-gray walls, simple ceiling beams, and narrow openings/connecting halls. Use solid box geometry for collision walls and floor. Add sparse debris on the floor, several dark metal/industrial barrels, and shelves in the archive area. The atmosphere should be austere and abandoned rather than brightly decorated: dark background, cold gray-blue materials, subtle roughness, hemisphere fill light, a cool directional light, and fog that obscures distant parts of the shelter.

Use a Quaternius-style zombie-apocalypse character model for the enemy and matching barrel and axe props if available. Place a rusted axe near the beginning of the shelter, a fuse box in the archive (around z=-20), a generator farther down (around z=-27), a radio console in drainage (around z=-36), and a large surface gate at the far end (around z=-48). The gate is a solid dark wall-like object with an interaction point. Place one humanoid enemy named “DNTI_Stalker” around z=-31, initially inactive and playing an idle animation. It must not pursue the player until the generator is restored. After activation, it moves toward the player when within 15 units, rotates to face the player, and damages health continuously when within 1.3 units. Display “DNTI ACTIVE” in the HUD once it wakes. Preserve the simple horror presentation; do not add weapons or combat because the implemented game has none.

Implement the exact linear objective chain: start with objective “Find the axe.” Looking toward the axe and pressing the interaction control collects it, hides the axe, and changes the objective to “Find the fuse in the archive.” The fuse can only be collected after the axe and then changes the objective to “Restore power to the generator.” The generator can only be activated after the fuse; activating it marks power restored, wakes/activates the DNTI stalker, and changes the objective to “Read the warning on the radio.” The radio can only be read after power is restored and then changes the objective to “Reach the surface gate.” Interacting with the gate after reading the warning completes the game and opens an ending screen. The ending screen should be a dark panel with “THE SURFACE REMEMBERS,” the text “You climb through the maintenance shaft as dawn cuts across the snow.”, the quote “Sursur was never a place. It was a mouth.”, and a “RETURN TO MENU” button.

The in-game HUD should show the current room at upper left (“SHELTER,” then “ARCHIVE” after the player passes z=-15, then “DRAINAGE” after z=-35), the current objective beneath it, and a compact status line: “AXE ✓/—   FUSE ✓/—   POWER ✓/—”. When the enemy is awake, show “DNTI ACTIVE” in a warning color. Put a small pale crosshair at the exact center of the view. Add a “PAUSE” button in the upper-right. When a targetable object is in the camera’s raycast range (about 3.2 units), show a lower-right “INTERACT” button, or “OPEN GATE” specifically while looking at the gate. The interaction system should be based on the object directly under the center-camera ray and should only permit the staged interactions above.

Support desktop and mobile controls. On desktop, WASD moves the player, mouse/pointer dragging looks around, E or Enter interacts, and Escape pauses. On touch screens, provide a virtual joystick at the lower-left for movement and right-side dragging for looking; tapping the lower-right interaction button interacts. Constrain movement to the shelter bounds, approximately x=-5.3 to 5.3 and z=8 to -46. Use a first-person perspective with approximately 72-degree field of view, camera height around 1.4 units, and smooth yaw/pitch look controls with pitch clamped to a limited upward/downward range. Include collision or equivalent boundary handling so the player cannot leave the playable corridor, but keep the implementation focused on the demonstrated simple room bounds.

Include a pause overlay that keeps the HUD visible behind a centered panel and offers “RESUME,” “SAVE PROGRESS,” “SETTINGS,” and “QUIT TO MENU.” Save progress to browser localStorage, including objective flags and player position; “LOAD SAVE” should restore the saved state and return to gameplay. The settings screen should visually offer GRAPHICS choices “LOW MED HIGH” and AUDIO choices “QUIET LOUD,” plus a “BACK” button; match the existing simple visual menu even if these choices are only presentation-level. Maintain the bleak black/cold-gray interface styling, translucent near-black panels, thin pale borders, pale blue-gray text, and restrained red/pink warning text. Do not add extra levels, inventory, firearms, combat UI, score, or features not described here.

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