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Subject Zero

  • 3d
  • first-person
  • horror
  • escape
  • survival
  • sci-fi
  • story-driven
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. Matthew Houser built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Subject Zero yet. Play it, then tell Matthew Houser what you would add next.

Make your own game

Subject Zero was built by Matthew Houser 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 Subject Zero 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 Subject Zero

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 first-person 3D horror escape game titled “Subject Zero,” set in a dark abandoned underground research facility. Use a Three.js-style real-time 3D presentation with a 76-degree first-person camera, collision-based exploration, heavy black-blue fog, very low ambient light, cyan emergency lamps, red warning illumination, and a subtle CRT/static overlay. The visual style is stark sci-fi survival horror: concrete walls and floor, narrow corridors, cyan glowing fixtures, deep shadows, sparse industrial props, blood stains, rusted barrels, small childlike drawings with black eyes, and a final wall covered in dozens of photographs of the player. Include a dark skeletal/ribcage-like humanoid creature called Subject Zero, scaled larger than the player and barely visible except in the flashlight or red light; use a zombie/ribcage model if available, otherwise a tall dark fallback humanoid silhouette.

Start with a full-screen black intro overlay. Display the red, typewriter-like title “SUBJECT ZERO,” an intercom warning that personnel hearing the message are already too late, a lockdown warning not to trust voices or answer anyone calling the player’s name, and a “WAKE UP” button. After starting, hide the intro and show the player standing on a cold facility floor. The initial objective at upper left is “Find the Control Room.” Beneath it show a contextual hint: “Find clues. Follow the emergency lights.” Show a center aiming dot, “RADIO: -- -- --” in the upper right, and atmospheric subtitles near the bottom. The opening subtitle should explain that the player wakes on the cold floor, emergency lights flicker overhead, and distant footsteps stop when the player stops.

Build a long central hallway running north/south with side branches at several points, low ceilings, concrete walls, and door frames. The player begins near the south end and can walk through the corridor network, with solid wall collision and no jumping. Place interactable areas that activate when the player is close and presses E or the on-screen USE button:
1. In a left-side branch near the beginning, place a red power breaker. Interacting restores power to one section, brightens the cyan emergency lights, plays a metallic impact and static sound, changes the objective to “Check the Security Monitors,” and displays a subtitle that power has returned and every security monitor activates.
2. In a right-side branch farther down the hall, place a wall of six glowing security monitors. When the player enters this area after restoring power, automatically trigger a story beat: the monitors show the player standing there, except one showing something tall directly behind them. Briefly reveal Subject Zero behind the player, then hide it while it is not yet active. Change the objective to “Find the Old Recordings.”
3. In another right-side room, place an old tape recorder/deck with a small red indicator light. It only works after power is restored. Interacting plays the scientist log in subtitles: Subject Zero was not violent at first, only watched the staff, then learned their voices; follow with “We thought we created intelligence. We created hunger.” After the recording, trigger the hunt.
4. At the far north end, place a sealed red control-room door. It remains locked until the tape has been played. Attempting it early displays a subtitle explaining that the door is magnetically sealed and the player must restore power and find the logs. Once unlocked, raise/remove the door, play a metallic bang, change the objective to “Enter the Control Room,” and show a subtitle revealing that hundreds of photographs await and every photograph is the player.
5. Inside/at the far end of the control room, create the photo wall with roughly 42 small photographs arranged in rows, mostly pale/aged with occasional dark red images. After entering the control room, wait several seconds, then unlock the south exit door, change the objective to “ESCAPE THE FACILITY,” intensify the red emergency pulse, and display the ominous voice subtitle: “You think you came here looking for answers. You did not. You came home.” The player can then interact with the exit doors near the starting end to win. On winning, show a full-screen ending overlay titled “YOU ESCAPED” and the text about police entering the facility, every radio going silent, an officer whispering “There’s nobody inside,” and glowing eyes appearing in an upper window, followed by “STATIC.” Include a RESTART button.

After the tape sequence, enter the hunt phase. Turn almost all cyan lights down, increase fog and static, add a pulsing red light around the player, activate Subject Zero, and set the objective to “Reach the Control Room.” The creature patrol/chases by moving toward the player, but its special behavior is that it advances when the player is not looking at it; it also advances during periodic forced blinks. Detect whether the player is looking toward it within a forward viewing cone and a short range. If the player looks directly at it, it should stop advancing; if the player looks away, is moving, or the screen blinks, it should approach. Make it deal continuous damage at close range, flash the screen red when damaging the player, and display increasingly intense static as it gets closer. Occasionally update the radio to “RADIO: your breathing...” and play distant metallic impacts. If health reaches zero, show a full-screen ending titled “DO NOT ANSWER” with text that the radio repeats the player’s breathing, something calls the player’s name from the dark, and the facility goes silent, plus a RESTART button.

Movement and input must match the game: WASD or arrow keys move, Shift can make movement faster, mouse look works after pointer lock, E interacts, and F toggles the flashlight. The flashlight is a strong narrow forward spotlight attached to the camera and should be essential in the dark. On touch devices, provide a left virtual joystick for movement, dragging across the right half of the screen to look, and circular USE and LIGHT buttons at lower right. Keep the HUD pointer-transparent except for controls, use typewriter/monospace styling for objectives and subtitles, cyan-white text with red warning accents, and retain the atmospheric animated scanline/static effect, black blink overlay, and red damage vignette. Maintain a small environmental layout with the corridor, three pairs of side branches, doors, ceiling fixtures, monitors, tape deck, barrels, blood stains, drawings, and the photograph wall rather than adding unrelated systems or enemies.

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