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Son Sığınak

  • 3d
  • third-person
  • survival-horror
  • exploration
  • low-poly
  • post-apocalyptic
  • atmospheric
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. Abdurrahman Özdoğan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Son Sığınak yet. Play it, then tell Abdurrahman Özdoğan what you would add next.

Make your own game

Son Sığınak was built by Abdurrahman Özdoğan 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 Son Sığınak 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 Son Sığınak

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 playable third-person low-poly survival exploration game titled "Son Sığınak" (Last Shelter), with a dark cinematic post-apocalyptic atmosphere. Use Three.js-style 3D rendering and a third-person follow camera positioned behind and slightly above the player, with mouse/touch look controls. The player is a stylized low-poly survivor character holding a firearm, wearing dark pants, a yellow-brown shirt/vest and gray-blue arm protection; place them initially just outside/in front of the house at approximately the south side of the map. The player can freely explore the environment using WASD or arrow keys, hold Shift to run, press Space to jump, and use the mouse to look around. On touch devices provide the visible large translucent circular virtual control at the lower-right, while keeping the hint readable above it.

Build the environment as a compact open-roof abandoned house surrounded by a dark wet yard. The ground is a broad uneven-looking dark green-black/asphalt-like yard, with several darker wet patches and small pieces of debris around the exterior. The house has a rectangular footprint with a dark floor, gray concrete/plaster walls, an open or broken roof so the interior remains visible, exposed brown roof beams and a few scattered boards. Include the exterior porch along the south side with a simple brown roof, floor and two posts. The house layout should visibly contain multiple connected areas: a western living room with a dark blue-gray sofa, coffee table and a muted burgundy rug; a northern/western bedroom with a wooden bed frame, mattress, pillow and bedside table; an eastern kitchen with a long counter, metal counter top, stove, sink and tall refrigerator; a southeastern bathroom with a bathtub and toilet; and a cellar access point near the center/east, represented by a wooden hatch, metal opening and short descending wooden steps. Use partial interior dividers and simple framed door openings rather than sealing off the rooms. Add small windows with translucent blue-gray glass and brown crossbars on the exterior walls.

Scatter grounded survival-horror props: two barrels and a supply chest, three small orange glowing candles, several flat dark red/brown blood stains on the floor, and simple metal/wood debris. Place three idle stylized low-poly zombies inside/around the house (roughly at the living-room/southwest, eastern middle and northern bedroom/cellar areas). They are environmental threats or ominous figures, but based on the actual game they should remain idle and there is no implemented combat, attack, health, inventory, item pickup, or win condition. The core playable activity is simply searching/exploring the shelter and listening/being alert to the zombies and atmosphere.

Lighting and mood are essential: make the scene very dark with a nearly black blue-green background and exponential gray-green fog, a cold blue moon directional light with soft shadows, a dim cool hemisphere fill, a warm orange point light in the living room, and a faint cool blue light around the cellar. Use low-poly geometry and restrained realistic materials: rough brown wood, gray plaster/concrete, dark floor, muted cloth, dull metal, translucent glass, and deep red blood. Add falling rain across the whole yard/house using many tiny pale blue-gray particles that descend and recycle from the ground to the sky, plus sparse floating dust motes indoors. Use soft shadows, ambient occlusion-like darkness, slightly desaturated colors, increased contrast, mild vignette, scanline bands and subtle film-grain/noise overlay for a gritty surveillance-camera feel. Keep the player and nearby geometry prominent in the frame while the background fades into fog.

Create a minimal Turkish HUD over the rendered scene. At the upper-left show the spaced uppercase title "SON SIĞINAK // EV 07" in pale gray-green. At the upper-right show a dark translucent bordered status box whose initial text is "İçeriyi ara · seslere dikkat et"; when the player moves it can change to "Hızlı hareket · seslere dikkat et", and while jumping to "Zıplıyorsun". Put a small pale circular crosshair at the exact center. At the bottom center show a dark translucent rounded rectangular instruction panel reading "WASD / oklar: hareket · Shift: koş · Space: zıpla · fareyle bak"; on narrow/touch screens move it upward and wrap it to leave room for the virtual joystick. The game should start immediately in the rainy shelter scene, with no title menu or loading screen, and should prioritize the close, obstructed, tense over-the-shoulder view visible in the reference screenshot.

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