Arcade › Sisters Room
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Violet Springs built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sisters Room yet. Play it, then tell Violet Springs what you would add next.
Sisters Room was built by Violet Springs 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 Sisters Room 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.
Recreate a first-person, freely explorable 3D atmospheric room called “Sisters Room” (the HUD title reads “COLD ROOM · WINTER 1987”). Use a Three.js-style perspective FPS camera with a muted, low-poly/rectangular environment, strong vignette, cold blue-gray lighting, and a bleak abandoned children’s bedroom mood. Start the player near the south side of the room at about floor level, facing toward the north wall and its window. The player is an invisible first-person avatar; show the camera view rather than a body or weapon. Build a compact rectangular room approximately 10 units wide by 9 units deep and 4 units high. Give it a dirty dark-brown wooden floor with visible board seams running through it and scattered semi-transparent dark dirt stains. Make the walls aged yellow/olive plaster with rough darker peeling/stained patches. Include a ceiling. Light the space with soft cold daylight: pale blue-gray ambient/hemisphere light, a directional light, and a faint cold blue fill near the window. Use fog and a dark edge vignette so the room fades into shadow and feels cold and oppressive. On the north wall, create a large rectangular two-pane window with a dark brown/gray chunky frame, a central vertical mullion, pale blue translucent glass, and two thin jagged dark cracks—one on each pane. The window is the dominant light source. On the south wall, leave a broad doorway/open exit gap framed by simple dark trim, making the room feel explorable rather than sealed. Place an old small nightstand near the back-right/southeast corner, with a worn/broken-looking round table lamp on or above it. On the back-left/northwest wall, add a wall hook/coat rack and hang an oversized very dark worn winter jacket: a blocky torso, two angled sleeves, and a raised collar. Put two thin mattresses directly on the floor rather than beds. One is left-of-center, slightly angled, with a gray-beige mattress, a pale pillow at its far end, and a worn blue-gray blanket across its near/mid section. The other is right-of-center and slightly angled the opposite way, with a gray mattress, pale pillow, and a faded dark red/maroon blanket. Scatter children’s clothing on the floor around them: a red sweater and blue pants toward the left/rear, plus two small socks toward the right/rear in off-white and blue-gray. Keep the props sparse and the room visibly worn; do not add enemies, inventory, combat, scoring, dialogue, puzzles, or extra characters because none are present. Implement FPS movement with collision against the room and props: WASD or arrow keys move, mouse click/pointer lock looks around, Shift makes the player run, and Space jumps with gravity. Support mobile with on-screen movement/look controls. The player should be able to walk around the room and inspect the window, mattresses, clothing, jacket, nightstand, lamp, and doorway. Use a 68-degree perspective camera, low-to-moderate movement speed, jumping, soft shadows, rough matte materials, ACES-like filmic tone mapping, and a cool desaturated palette. Overlay a minimal fixed HUD: top-left small uppercase spaced text “COLD ROOM · WINTER 1987” in pale gray; bottom-left a translucent nearly-black instruction panel reading “Click to look around · WASD / arrows to move · Shift to run · Space to jump” and below it, in dimmer text, “Mobile: use the on-screen controls”. Add a subtle full-screen inset black vignette. Do not show health, lives, ammo, score, crosshairs, objective markers, or menus.