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Shelter of Sursur

  • 3d
  • first-person
  • survival-horror
  • exploration
  • mobile
  • low-poly
  • 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.

Create a first-person 3D survival-horror exploration game titled “SHELTER OF SURSUR: THE DARK DNTI,” designed for landscape mobile play but also playable with keyboard and mouse. Use a dark, muted, low-poly/procedural Three.js-like visual style: near-black blue-green sky/background, exponential fog, dim cold ambient and directional lighting, strong flashlight beam, red warning light, and a cold cyan light in the lower shelter. The player is an unseen first-person character with a camera at roughly eye height, starting on a cracked, straight road in a dark forest at position near the south end of the map. Allow WASD or arrow keys to move, Shift to run, and drag the right side of the screen to look around; clamp vertical look. Support interaction with E or an on-screen interaction button, flashlight toggle with F or a flashlight button, notebook with N or a bag button, crouch toggle with a crouch button, and pause with Escape or a pause button. The core goal is to find and enter a shelter, restore its power, investigate a disturbing signal below it, then escape back to an abandoned pickup truck.

Build a long cracked road through a broad forest clearing. Scatter many simple conifer trees on both sides, with dark trunks and green cone-shaped crowns. Include a wooden bridge over/near a glowing cyan lake and a cyan waterfall, an abandoned pickup truck at the far south end, an abandoned cabin on the left around the middle distance with a sign “CABIN 03,” and a large storage warehouse on the right with a “DNTI STORAGE” sign. Place a wet notebook by the road, a locked cabin door, a folded note in the warehouse, and a ceramic fuse under a tarp near the warehouse. The road should have a note interaction that adds the discovery: “The road log: \"If the red lamps are on, do not follow the footsteps.\"” The warehouse note adds: “The shelter was not abandoned. Someone kept the lower lights on.” The cabin door is locked until the player finds a brass key taped beneath the shelter reception desk; using it changes the objective to investigate the abandoned cabin and gives a radio-whisper notification.

At the north end of the road, construct a concrete/metal shelter entrance and an interior reception corridor: wide dark floor, side walls, ceiling panels with regularly spaced narrow cyan corridor lights, a reception desk, security glass, and a red-lit atmosphere. A steel shelter-entry door starts the shelter objective. Inside, include a generator room on the right with a generator and generator panel. The panel requires the ceramic fuse from the warehouse; when used, mark the generator puzzle complete, restore power, advance the story, and tell the player to descend to the lower signal room. Include a service hatch marked “LOWER SIGNAL,” initially dead until the generator is restored.

Below the shelter, create a lower signal level several units underground: a dark lower floor, back wall and low ceiling, with several long rusty pipes overhead/along the corridor and a cyan cold light. Place a terminal near the far end that repeatedly plays an eight-second audio recording. Interacting with it adds the discovery: “The signal is a recording of your own voice, transmitted tomorrow.” Then place an emergency lift/service exit that is chained shut until the terminal discovery is made. Opening it advances the objective to reach the pickup before the shelter wakes.

Include two simple threatening procedural creatures rather than weapons: a tall dark humanoid stalker near the road/shelter approach, made from a capsule-like body and pale gray head, and a low blocky sound-hunter dog deeper near the shelter, made from a dark rectangular body and small head. They normally idle at home positions, but when the player enters their detection range they move toward the player, face them, and pursue; the humanoid moves more slowly and the dog faster. If either gets very close, continuously reduce player health and show a warning such as “Something is too close. Run.” There is no combat system or ammunition. Starting health is 100. If health reaches zero, pause on a death panel titled “THE SHELTER REMEMBERS,” explain that the dark found the player, and offer retry from the last save.

The player has a flashlight with an initially active bright cool-white spotlight, finite battery starting at 74%, draining only while the flashlight is on at roughly 0.16 percentage points per second. Toggle it off/on and automatically disable it when empty. Maintain a crouched/standing state with notifications, although movement speed need not change. Running speed is about 5.5 and normal speed about 3.6. Track the area readout and story objective, beginning with area “ROAD / 02:17” and objective “Find the shelter entrance.” Story chapters should progress through the generator, lower signal, and escape stages. Maintain inventory items (fuse and cabin_key), health, battery, notes/discoveries, puzzle completion flags, and settings.

Provide a field notebook/pause interface with objective, battery percentage, inventory, and a list of discovered notes; allow save and resume. Save progress and player position to local storage, restore it on continue/retry, and offer settings for LOW/MEDIUM/HIGH graphics preset and look sensitivity. Notifications should briefly appear for objectives, interactions, flashlight, pickups, and discoveries. For the ending, after the lower-level sequence, reaching the pickup at the south end triggers a “FINAL ESCAPE” panel: the truck coughs and a figure appears in the rear mirror, followed by the text that the Dark DNTI is a pattern that now knows the player’s name. A “DRIVE INTO THE FOG” action leads to a “YOU ESCAPED — FOR NOW” ending explaining that the truck breaks through the road gate at dawn while shelter lights go out one by one. Include New Game, Credits, and Settings options on the ending screen. Keep the presentation atmospheric and sparse, with no invented weapons, combat, dialogue trees, or extra objectives.

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