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Arcade › Temple//Signal
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Zyn tac built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Temple//Signal yet. Play it, then tell Zyn tac what you would add next.
Temple//Signal was built by Zyn tac 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 Temple//Signal 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.
Create a short first-person 3D exploration game titled “Temple//Signal” using a dark, atmospheric Three.js-style presentation. The player begins in a large rectangular ancient stone temple nave at position near the front, looking down a long central passage. Use a first-person camera with mouse-look and pointer lock on desktop; show a small white plus crosshair at screen center. The initial screen is nearly black until the player clicks to enter, with a minimalist white HUD in the upper-left: large bold title “TEMPLE//SIGNAL” and the instruction line “Click to enter • WASD move • Mouse look • E interact • Shift sprint • Space jump”. In the lower-left show “Relics: 0/3” and “Objective: Explore the temple”. Display contextual interaction prompts near the bottom/center when the player is correctly facing a nearby object. Build the temple as a simple axis-aligned collision environment: a dark stone floor, outer walls forming a roughly 32-wide by 44-deep rectangular room, and a central nave with side alcove/divider walls. Add three rows of chunky cylindrical stone pillars, with pillar x positions -8, -4, 4, and 8 and z positions -14, -4, and 6. The temple should feel warm but very dark: gray and charcoal rough stone, subtle cool ambient/moon fill, fog extending through the room, and several gold wall sconces with orange glowing flame spheres and flickering warm point lights. Place torches along the side walls near the front and rear and one at the back wall. Place exactly three recoverable relics in different locations: one glowing cyan/blue faceted octahedral crystal inside a gold torus/ring in the left rear-side alcove around (-12.5, 0.8, 11.5), one in the corresponding right alcove around (12.5, 0.8, 11.5), and one farther down the center around (0, 0.8, -18). Relics should slowly rotate and bob, emit cyan light, and be obvious against the darkness. They are collected only when the player is within roughly 1.2 world units, looking at them, and presses E (or the mobile E button), with a cyan pickup chime and a brief banner “Relic recovered.” Hide the collected relic, increment the HUD counter, and change the objective to finding the remaining relics. At the back of the temple, at z about -27.4, build a broad sealed gray stone door about 4 wide and 4.5 high. It initially blocks the passage. After all three relics are collected, play an unlock/door sound, show the banner “A hidden mechanism stirs… the seal is breaking.”, change the objective to “Reach the sealed door”, and illuminate the hidden area. The door should automatically slide downward over a few seconds; when fully open, remove its collision, show “Cold air spills out—something is humming down there.”, and change the objective to “Enter the hidden chamber”. Also allow an E interaction prompt “Press E to open the seal” near the unlocked door if it has not started opening. Behind the door, create a compact sci-fi chamber extending to around z=-41: dark blue-black metallic walls, side walls, a rear wall, a doorway frame, and a low floor lip. Add three vertical animated/pulsing emissive energy lines: cyan on the left, magenta on the right, and green toward the rear. Add cool cyan light that turns on when the relic sequence unlocks the chamber. In the room center-rear around (0, 1.1, -38.5), put a dark cylindrical pedestal with a glowing magenta/pink faceted icosahedral Signal Core above it and a pink point light. When the player is close and facing it, show “Press E to take Signal Core”; on E, hide the core, play a high pickup chime, show “SIGNAL CORE ACQUIRED — You found what the temple was built to hide.”, and set the objective to “You win — keep exploring”. This is the win state; do not add combat, enemies, weapons, inventory, or additional objectives. Movement should be first-person with WASD, mouse look, Shift sprint (faster than walking), Space jump, gravity, and simple AABB collisions against the floor, walls, pillars, door, pedestal, and chamber geometry. Keep the playable slice about 2–5 minutes. Use a foggy near-black background and restrained geometry/materials rather than elaborate textures. Animate torch flicker, relic rotation/bobbing, and sci-fi line opacity pulsing. Start a very low temple drone and subtle eerie pad after the first click/key interaction, add soft relic, door, jump, and core synth effects, and deepen the hum when the chamber is revealed. Support touch devices as well: show a “Tap to start” card, a left virtual thumb joystick for movement, right-side drag/swipe on the scene for look, and visible JUMP, E, and hold-to-sprint buttons. Keep the same centered crosshair, HUD counters, objective updates, banners, prompts, and interaction distances on mobile. Pressing Escape on desktop should release the mouse pointer.