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Stitch King

  • 3d
  • first-person
  • survival-horror
  • exploration
  • stealth
  • mobile
  • low-poly
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. chyna gaston built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stitch King yet. Play it, then tell chyna gaston what you would add next.

Make your own game

Stitch King was built by chyna gaston 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 Stitch King 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 Stitch King

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 mobile-friendly and desktop first-person survival-horror exploration game titled "Stitch King", set in an abandoned PlayJoy toy factory at night. Use a Three.js-like low-poly 3D presentation: a very dark blue-black environment with exponential fog, simple primitive geometry, hard-edged factory walls and ceiling, dim ambient light, red warning accents, colored chapter platforms, and occasional emissive panels. The camera is at about eye height in first person, with no visible player body or weapon. The opening view should feel like the attached screenshot: a nearly black factory interior, a broad dark floor, a low rectangular dark-red platform/floor section in front, blocky gray props, deep shadows, and a small pale toy-like enemy/object in the distance. Keep the art deliberately primitive and fast for mobile browsers rather than detailed realistic assets.

Build one continuous long corridor-like level divided into five connected areas, each approximately 28 units along the Z axis: 1) The Lobby, 2) The Machine Floor, 3) The Nursery, 4) The Lab, and 5) Final Descent. The player begins near the front of the lobby and travels down the corridor toward negative Z. Enclose the route with dark side walls, a ceiling, and end walls. Give each area a broad colored rectangular floor/platform accent, a suspended rectangular sign/accent, and sparse block props. Add lobby shelves with small colorful sphere toys, machine-floor conveyor-like blocks, nursery floor clutter, and four translucent blue lab tanks with dark red cores. At the far end, build a dark-red furnace area and furnace controls.

The main gameplay loop is: explore each chapter, locate its blue GrabPack switch, activate it, then locate and activate that chapter's green generator. A generator cannot be restored until its matching switch is used. Restoring power changes the generator to green, updates the power counter, turns lights back on, and unlocks the next red gate. There are four gates between the five areas; locked gates are solid red with a red frame, small blue window panels, and a gold handle, while unlocked gates turn green with bright pale-green windows. The fifth generator is in the final area. At the furnace controls, require all five generators to be active before allowing the ending choice.

Place one generator, one GrabPack switch, one red locker, and one green security terminal in each area. Put the generators toward one side of the route, switches toward the opposite side, lockers near the corridor, and terminals nearby. Interaction is context-sensitive: the player must face a target within roughly 2.5 units. Show a center-screen interaction prompt such as "Use GrabPack switch", "Restore generator", "Hide in locker", "Watch security cameras", "Collect soul fragment", "Open gate", or "Use furnace controls". Desktop controls: WASD or arrow keys to move, mouse drag/pointer lock to look, Shift to run, E to interact, C to enter/leave camera mode, and Space to dismiss jumpscares/endings or leave a locker. Mobile controls: a left virtual movement pad, right-side drag area for looking, RUN, a hand-marked INTERACT button, CAM, and an EXIT HIDE button while inside a locker.

Include three floating cyan octahedral soul fragments to collect, placed along the route around the machine floor, nursery, and lab. They should rotate and bob slightly. Track them in the HUD as "Soul Fragments: 0/3". Add a countdown beginning at six minutes, displayed as "Time to sunrise: 06:00"; it decreases during play and a zero timer causes a bad ending. Running increases a hidden fear meter; standing still lets fear fall. Randomly cause occasional lights-out events before all power is restored, darkening the tone-mapping/exposure and showing a temporary "LIGHTS OUT" warning. Restore power to end the outage.

Add these primitive enemies with distinct silhouettes and behaviors. The Stitch King is a large scaled-up block-bodied humanoid with a red head, dark red body, and pale eyes. It patrols around the final corridor/furnace area, but detects the player at short range or when fear is high, then directly chases at high speed; darkness extends its detection range. Hiding in a locker breaks its pursuit after a short delay. Contact triggers a brief full-screen jumpscare reading "THE STITCH KING FOUND YOU" and then a bad ending. Add a smaller pink-and-pale humanoid Laughing Dolly near the first area: when close and not hiding it rushes toward the player, displays "Laughing Dolly screamed — it heard you.", and alerts the Stitch King. Add Mr. Blink, a small pale-blue humanoid around the nursery: it advances when it is not centered in the player's view (or when close), and proximity causes a jumpscare reading "MR. BLINK MOVED WHEN YOU LOOKED AWAY" and drains health. Add a low gray Crawler Cubes block near nursery clutter that rushes toward the player when close, shows "CRAWLER CUBES SWARM YOUR FEET", and drains health. Reaching zero health causes a bad ending. All enemies should patrol when inactive, face the player while pursuing, and be simple primitive meshes.

Lockers are usable hiding places: interacting with one moves the player into it, displays "Hidden. Stay quiet.", stops normal movement, and allows the Stitch King/enemies to lose pursuit; provide an explicit EXIT HIDE control and E to leave. Security terminals can be used only when nearby. Entering camera mode freezes normal movement and displays a dark translucent overlay labeled "SECURITY FEED", with a simple status such as "The Stitch King — [distance]m | Vents active" and "Tap CAM again to exit".

Use a HUD over the 3D view. Top left: "Chapter 1 — The Lobby" and the current objective, changing through "Restore the Lobby generator", "Restore the Machine Floor generator", "Restore the Nursery generator", "Restore the Lab generator", and finally "Reach the furnace controls". Top right: "Power: 0/5", "Soul Fragments: 0/3", and the sunrise timer. Put warnings near the center/bottom, including the opening voice-message warning: "VOICE MESSAGE: 'They built something worse than Huggy… and it’s awake.'", pursuit warnings, gate and generator feedback, and collectible feedback. Ambient low synthesized tones and short alert/metallic cues may accompany lights-out, switches, generators, enemy alerts, and attacks, with audio initialized from a user gesture.

At the start, show a dark title screen with the small heading "PlayJoy Factory Archives", large title "STITCH KING" (or "PROJECT PLAYTIME 5" as the in-world archive label), the line "Press Start if you dare.", story text about restoring generators, hiding when lights die, and not letting The Stitch King learn where you run, and a prominent "START NIGHT SHIFT" button. Make the screen and touch controls work on mobile Safari.

Provide three endings. At the furnace, if all five generators are restored and all three fragments are collected, show a full-screen "GOOD ENDING": the furnace burns The Stitch King to ash and the toy voices stop. If all generators are restored but fragments are missing, show "BAD ENDING": the player escapes before sunrise but hears laughter inside the backpack. In the lab, provide a purple experiment cradle; after the third/lab switch has been used, all three fragments have been collected, and at least four generators are restored, interacting with it while The Stitch King is alive triggers a "SECRET ENDING": the cradle closes around the player and PlayJoy records a new experiment. Tapping an ending overlay or pressing Space restarts the night shift. Keep the experience focused on exploration, line-of-sight interaction, stealth/hiding, generator progression, and simple jumpscares; do not add unrelated weapons, inventory systems, or combat mechanics.

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