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Subniveau 03

  • 3d
  • first-person
  • horror
  • survival
  • exploration
  • atmospheric
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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. Tyler Miot built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Subniveau 03 yet. Play it, then tell Tyler Miot what you would add next.

Make your own game

Subniveau 03 was built by Tyler Miot 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 Subniveau 03 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 Subniveau 03

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 survival-horror exploration game titled “SUBNIVEAU 03,” set in an abandoned underground laboratory corridor. Use a dark, nearly black scene with deep teal/green atmospheric fog, very low visibility, and a cold industrial look accented by dim emergency red/orange light and a small cyan player light. The player begins near the front of a long enclosed corridor, facing toward a sealed door at the far end. The environment is a rectangular lab shell: a broad dark floor, ceiling, side walls, repeating square support pillars, narrow ceiling strips, white centerline floor markings, and several side-room bays behind translucent green-tinted glass panels. Place simple metal lab tables inside/along the side rooms, scattered industrial barrels, floor drains, and a blood pool. At the far end, include a large metal sealed door with a horizontal strip of red warning markings above it. Use subdued realistic/low-poly materials: charcoal and blue-green concrete/metal, slightly reflective metal, transparent dark green glass, and red-brown warning/blood accents. Add soft shadows, a faint blue-green hemisphere/moon-like directional light, a flickering orange emergency point light near the corridor center, and a weak cyan light attached to the player. The camera is an FPS perspective with a small centered crosshair; movement is first-person using WASD or arrow keys, mouse look, and Space to jump. The corridor should be explorable but the game has no weapons or combat system. A humanoid zombie/stalker creature stands initially deeper in the corridor near the far end, then slowly turns toward and follows the player when within roughly 8 meters. It should have an idle animation if available and cast shadows. If it gets very close (about 1.25 meters), trigger a centered French warning message: “IL VOUS A TROUVÉ — RECHARGEZ POUR RECOMMENCER”. Track a fear meter that rises rapidly while the stalker is close and decreases when farther away; clamp it to a low starting value and 100 maximum, and show it as a bottom-right horizontal bar labeled “PEUR,” filled with a glowing muted red/coral color. Include a simple power state controlled by the F key: F toggles the main power on/off, changes the objective text, and displays a temporary French message. Initially show a HUD objective “OBJECTIF — RÉTABLIR LE COURANT”; after power is toggled on, change it to “OBJECTIF — ATTEINDRE LA PORTE ÉTANCHE.” The power state also makes the emergency light dimmer, while the emergency lighting continues to flicker. Do not invent a functional breaker, door-opening sequence, inventory, attacks, score, or actual win state: the implemented interaction is only the F-key power toggle and approaching the end door. Begin with a full-screen French title/start overlay: dark teal radial-gradient background, thin outlined panel, dossier label “DOSSIER RÉCUPÉRÉ // 03:17,” large title text “LE LABORATOIRE / NE RÉPOND PLUS,” explanatory copy that the doors locked 11 minutes ago and something still moves in the corridors, a button “ENTRER DANS LE SITE,” and the note “Casque recommandé · La lumière attire l’attention.” Clicking the button hides the overlay, locks/activates mouse look, and displays a temporary message “Le courant principal est coupé. Trouvez le disjoncteur.” The in-game HUD should use condensed techno/monospace typography and cyan/green phosphorescent text: top-left “SUBNIVEAU 03,” below it the objective; top-right “SIGNAL : INSTABLE”; a faint crosshair at screen center; bottom-center controls hint “WASD / flèches · Souris pour regarder · ESPACE pour sauter”; bottom-right fear bar; and transient orange warning messages near the upper center. Preserve the claustrophobic composition, minimal UI, heavy darkness, fog, and eerie industrial atmosphere visible in the reference.

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