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Ship Suspects

  • 3d
  • social-deduction
  • top-down
  • spaceship
  • single-player
  • arcade
0
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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. jaelynn lewis built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ship Suspects yet. Play it, then tell jaelynn lewis what you would add next.

Make your own game

Ship Suspects was built by jaelynn lewis 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 Ship Suspects 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 Ship Suspects

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 single-player 3D top-down/third-person social-deduction game titled “Ship Suspects,” set on a dark futuristic spaceship station. Use Three.js-style procedural geometry and a fixed elevated perspective camera that follows the player from above and behind; the camera should look down at the player and nearby station floor, with a deep navy background, subtle fog, lighting, shadows, and a sparse starfield visible beyond the station. The art should be clean low-poly/blocky: rooms are rectangular dark floor platforms enclosed by thick blue-gray walls, with colored room floors, glowing cyan interaction rings, simple cargo crates, and rounded capsule-shaped crew in brightly colored suits with pale blue visors and backpacks.

Build a central cross-shaped corridor with an emergency meeting pad at the center: a blue circular platform with a smaller red emergency button. Connect four rooms: Bridge at the top/north, MedBay on the left/west, Engine on the right/east, and Storage at the bottom/south. Add four glowing console task stations, one in each area: Bridge wires, MedBay scan, Engine reactor/core, and Storage upload/data. Each console is a small bright turquoise rectangular machine with a cyan screen and a pulsing/rotating cyan ring on the floor. Add vents as dark slatted rectangular floor objects in Bridge, Engine, and Storage. Scatter several brown cargo crates around the rooms. Keep collision/level traversal simple and allow the player to move across the station bounds.

At the beginning of every round, secretly assign the player either Crewmate or Impostor, with the player usually being Crewmate and sometimes Impostor. Spawn the player as a blue crew character near the central corridor and four NPC crew: Vega in green near MedBay, Nova in yellow near Engine, Orion in purple near Bridge, and Pip in cyan near Storage. NPCs wander between room/center targets automatically. If the player is Crewmate, secretly make exactly one NPC the impostor; if the player is Impostor, the NPCs are crew. The player’s role is shown in the HUD, so the game is a playable solo simulation rather than an online multiplayer game.

The action phase goal for a Crewmate is to travel to all four glowing consoles and activate them, completing the tasks and filling a 0/4 task progress bar. Each task completes immediately when the player is close enough and presses E or the “Use / Fix” button, and the console ring changes to a completed green state. Crewmates can approach a nearby body and press R or “Report,” which opens a meeting. They can also stand near the central emergency button and press M or “Meeting” when its cooldown is ready. During a meeting, pause movement/action, teleport living crew toward the center, and show a modal with the meeting title, explanation, recent evidence/clues, NPC suspicion values, vote buttons for each living NPC, and “Skip Vote.” The player can vote for a named NPC or skip. Ejecting an NPC reveals whether that NPC was the impostor; skipping may sometimes eject a highly suspicious NPC. Return to action after the vote and show a vote-result information modal.

NPC impostor behavior should periodically eliminate living non-impostor NPCs automatically, leaving a simple red body marker on the floor and increasing the killer’s suspicion. Add evidence entries describing where a disappearance happened, where the suspected NPC was last seen, and occasional glimpses if relevant. A Crewmate wins if all four tasks are completed or all impostors are ejected. If the player is killed in the playable ruleset, support the game’s ghost/alive state and a ghost HUD label, but do not add unsupported combat UI or extra systems beyond the shown mechanics.

As the Impostor, let the player move normally, approach a nearby NPC, and press K or “Kill” to instantly eliminate the closest NPC within short range and leave a body at that position. Allow the Impostor to approach one of the vents and press V or “Vent” to teleport to a randomly selected other vent, adding an evidence/message entry. Add a “Sabotage” button and action: when no sabotage is active, randomly trigger either O2 or Reactor sabotage with a 45-second countdown. Show the active sabotage and remaining seconds in the top HUD in pulsing red. Crew can fix O2 at the Bridge wires console or Reactor at the Engine reactor console by pressing E/Use-Fix while nearby; fixing clears the countdown. If the countdown expires, the Impostors win. The Impostor also wins when living impostors match or exceed living crew. End the round with a win modal and a Restart button that starts a fresh randomly assigned round.

Use this on-screen HUD layout and styling: a top row of rounded translucent dark navy panels with thin pale-blue borders. The left panel displays “Role: Crewmate” or “Role: Impostor” and below it “Action & Investigation” (or “Meeting & Voting”/“Round Ended”). The middle panel displays “Tasks 0/4” and a horizontal progress bar that fills from green to cyan. The right panel displays “No sabotage” normally, or the active sabotage countdown in danger red. Near the lower left, show a translucent hint panel describing the current room and nearby interaction, such as “Task nearby,” “Body nearby — Report,” “Emergency button ready,” “Vent nearby,” or the general instruction to find tasks, bodies, vents, or suspicious crew. On the lower right, show a two-column stack of rounded blue action buttons: “Use / Fix,” “Report,” “Meeting,” and, only for the Impostor, red “Kill,” blue “Vent,” and orange “Sabotage,” plus a gray “Restart.” Disabled or unavailable buttons should appear faded. On touch devices, show a translucent circular virtual joystick at lower left with a movable pale center knob; support pointer cancel/lost-focus reset so it cannot leave stale movement. On desktop, support WASD and arrow keys for movement and keyboard shortcuts E, R, M, K, and V for the corresponding actions. Use responsive system UI typography, dark blue gradients, soft shadows, and modal overlays consistent with the screenshot.”

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