Skip to content

Arcade › SHELTER OF SURSUR

SHELTER OF SURSUR

  • 3d
  • first-person
  • horror
  • survival
  • exploration
  • mobile
  • atmospheric
0
Remix it Discord

0 plays

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.

Discussion

Nobody has said anything about SHELTER OF SURSUR yet. Play it, then tell Apéro Kjkjj what you would add next.

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 a first-person 3D survival-horror exploration game titled “SHELTER OF SURSUR: THE DARK DNTI.” The player is beneath a flooded city in a breathing, abandoned underground shelter. Use a very dark cinematic presentation: near-black blue-gray background and exponential fog, cold moonlike blue ambient/directional lighting, occasional deep-red warning illumination, teal/cyan electrical light, hard shadows, restrained industrial colors, and a minimal atmospheric horror aesthetic. The game should start with a full-screen overlay menu over the dark shelter scene. Center a bordered translucent dark card with the large serif title “SHELTER OF SURSUR,” subtitle “THE DARK DNTI,” and the line “Below the flooded city, the shelter still breathes.” Include buttons labeled “BEGIN DESCENT,” “LOAD LAST SAVE,” and “SETTINGS.” Settings should show Brightness and Master audio sliders plus Close. On landscape mobile, support touch play and show a rotate-phone prompt in portrait; the intended controls are a left movement joystick, right-side drag to look, and a jump button. Also support desktop FPS controls and interaction with E/Enter or clicking.

Use an FPS camera with a small central crosshair and a subtle handheld receiver/scanner visible at the lower-right: a dark rectangular device with a small glowing cyan screen. The player begins at the entrance/lift in the first chamber, at roughly eye height, with HEALTH 100. Keep a fixed HUD bar across the top showing the current chapter/sector at left, the current objective in muted gold in the center, and health in muted red at right. Show short centered-bottom story notifications in a translucent bordered panel.

Build three connected, box-like underground chambers/corridors from concrete floors and tall industrial walls. The first intake area is a cold gray storage corridor with exposed pipes, crates, barrels, warning lights, and a large rusty sealed gate around z=-13. The second flood-control area continues below it, includes a cyan light and a visible industrial Dera puzzle panel at around z=-24: a dark metal panel with four glowing signal nodes (magenta and cyan) connected by colored cables. A second large rusty sealed gate is around z=-35. The final deeper shelter hall is broader, lined with repeated teal wall panels, and contains a hostile figure. Place an axe in the first area, rusty/metal barrels in multiple rooms, and scattered crates as environmental dressing. Use simple box geometry for architecture and props, plus an animated low-poly humanoid zombie-like model for the enemy if available.

The game loop is an exploration/objective sequence, not combat. The initial objective is “Find the maintenance key.” Place a small floating/glowing golden faceted key in the first intake room near the crates, around (3,1,-5). When the player gets within about 2 units and presses/interacts, hide it, set hasKey, and display: “You found the maintenance key. The metal is warm.” Update the objective to “Unlock the red gate.” When the player reaches the first gate corridor (z roughly -11 to -16) while carrying the key, open/remove the first red/rust gate, advance to chapter “DERA · FLOOD CONTROL,” wake the threat, and display “The gate opens. Something below answers.”

The chapter-two objective is “Find a replacement fuse.” Place a small glowing cyan faceted fuse near (-3,1,-27). Interaction within about 2 units displays “A fuse marked DNTI-7. Someone replaced it recently.” and changes the objective to “Restore power to the descent lift.” At the second gate corridor (z roughly -33 to -38), if the fuse has been collected, open/remove the second gate, advance to “DERA · SURFACE,” wake the enemy, and display “Power returns to the lift. Do not look behind you.”

In the deep final hall place a floating/glowing red Sursur relic at about (0,1,-59). The chapter-three objective before collecting it is “Find the Sursur relic.” On interaction, hide it and show “The Sursur relic is not a relic. It is a tooth.” Then change the objective to “Reach the emergency ladder.” When the player travels beyond the far end at approximately z=-64, complete the game: set the objective to “ESCAPE COMPLETE” and show the long message “You surface beneath a dead sunrise. Behind you, the shelter exhales one last time.” Stop active play after escape.

Wake the enemy when either gate is opened. It is an idle-animated humanoid monster initially positioned in the deeper area; once active it notices the player within about 16 units, turns toward them, and slowly homes toward them, moving faster when within about 5 units. If it gets within about 1.7 units, deal 15 damage, flash the screen dark red briefly, and show “A wet breath touches the back of your neck.” Health is displayed as a rounded nonnegative integer. There is no weapon/combat system despite the axe dressing: the player must explore and survive. If health reaches zero, reset health to 100, return the player to the lift/starting position, reset collected items, both gates, and chapter to the beginning, make the key/fuse/relic visible again, and show “You wake in the lift. The shelter has reset you.”

Autosave progress whenever an item is collected or a gate is opened, store progress and player position in local storage, and make Load Last Save restore it. If no save exists, show “No save found. Begin the descent first.” A manual K save may also be supported and should show “Progress saved to this device.” Starting the game should hide the menu, initialize the HUD, and show “The lift stops below the city. Your radio has one bar of signal.” Include pause/resume on P with a “PAUSED — press P to resume” message. Add sparse footstep sounds while moving and keep all writing, HUD labels, colors, and scene mood understated and ominous. The visible environment should remain dim enough that only walls, silhouette-like crates/barrels, colored warning/electrical lights, interactable glowing objects, and the pursuing figure emerge from the darkness.

More free browser games

Browse the whole Arcade →