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Arcade › SHELTER OF SURSUR
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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.
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 survival-horror exploration game titled “SHELTER OF SURSUR: THE DARK DNTI,” set in the buried remains of Shelter 17. Render it as a dark, minimalist Three.js-style 3D environment: nearly black background and fog, low-poly block geometry, rough concrete walls and floors, rusty barrels, metal machinery, paper notes, dim red and blue point lights, soft shadows, and a muted gray-blue/brown palette. The camera should be first-person with a small circular crosshair at screen center. Support desktop WASD movement and mouse look, plus touch joystick movement and drag-to-look on mobile; require landscape orientation. Show a dark title/menu overlay with serif typography and bronze borders/buttons: title, subtitle “THE DARK DNTI,” New Descent, Continue, Settings, and the description “A first-person survival horror adventure in the buried remains of Shelter 17. Explore. Listen. Remember what the walls forgot.” The playable objective is a linear descent/escape sequence across four connected areas, with state saved in local storage. Begin in SHELTER 17, a large enclosed concrete room with perimeter walls, internal divider/service wall, rusty barrels, red corner lights, a maintenance desk, a generator panel, and a powered archive door. The HUD at top-left must show the current zone, “FUSES: 0/3” progressing to 3/3, and “HEALTH: 100%”; show the current objective at bottom-left and a contextual interaction prompt near the lower center such as “[ TAP / E ] Take the maintenance fuse.” Interact using E, tap, or the game’s touch interaction behavior. Place a maintenance fuse and a maintenance log on/near the desk. Reading the log displays a modal note: “The DNTI is not a person. It is the sound beneath the shelter. Three fuses isolate the old sectors. If the red light turns on, do not follow the breathing.” The first fuse can be collected there. The generator panel explains that three fuses are missing; once all three are installed/used, activate it, turn on the alarm/red light, and update the objective to reach the archive and recover the brass key. When powered, allow the player to enter the archive. The ARCHIVE is another concrete room with shelves and stacked record boxes. Put the second fuse in the archive, a brass key in a records area, and an incident report note saying: “The survivors called it Sursur because the vents whispered before every disappearance. The number 1974 was written on the inside of the last door. Do not open the lower tunnel alone.” Collecting the key updates the objective to use it at the records gate. Unlocking/removing that gate opens the flooded tunnel and spawns a hostile German shepherd-like enemy called TheBreathingDog. The dog should pursue the player when active and damage health at close range. The FLOODED TUNNEL is a dark rectangular concrete chamber with several shallow blue-green transparent water strips, a third fuse, a child drawing note, and a surface lift. The drawing shows three circles, a door, a tall faceless shape, and the word DNTI; display the full text in a readable modal note. Collect the third fuse, return to/use the powered generator state, and open the lift. The lift requires all three fuses and the alarm/powered state. Opening it leads to SURFACE and spawns a faster humanoid/zombie-like stalker. Surface is an enclosed foggy outdoor-like area with dark ground, boundary walls, rusty dead-tree cylinders, a tall metal signal mast, yellow radio console, and escape/road gate. Reach and activate the radio console to display a “SIGNAL RECEIVED” note: “A reply crackles through the static. Something answers from inside the shelter. Run.” Then reach the road gate and interact to finish. The ending modal says: “You reach the road as dawn breaks. The radio signal is answered by a convoy two miles east. In the shelter below, the red light goes dark — but the whisper continues in the saved recording. END OF DESCENT.” Implement active enemies that chase the player within range. The humanoid stalker and dog should have idle animation if using available character models; the stalker is slightly larger and faster, while the dog is smaller and moderately fast. When an enemy reaches the player, reduce health by 12 roughly every 1.3 seconds, briefly flash a translucent dark red overlay, and play a low warning/impact tone. If health reaches zero, pause and show “YOU WERE TAKEN” with text explaining that the dark inside the shelter knows your name and offering reload/new descent via the surrounding game flow. Include occasional low ambient warning tones. Include pause/resume, save progress, settings (low/high shadow quality and volume slider), continue from local save, return to menu, and readable modal notes that pause gameplay. The visual UI should remain restrained and atmospheric: cream/bronze serif text and thin bronze borders over translucent black panels, with monospace-like top HUD, red damage flash, fog, dim lighting, and no weapons or combat system—survival comes from exploration, collecting fuses/key, avoiding enemies, and escaping.