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The Burrow

  • 3d
  • first-person
  • horror
  • escape
  • narrative
  • survival
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. dewayne.vanhorn built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Burrow yet. Play it, then tell dewayne.vanhorn what you would add next.

Make your own game

The Burrow was built by dewayne.vanhorn 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 The Burrow 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 The Burrow

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 narrative horror escape game titled “The Burrow,” set in a long, dark underground concrete containment corridor beneath “Wonderwood Kingdom.” Use a Three.js-like real-time 3D presentation with mouse-look FPS camera, WASD/arrow movement, Space to jump, and touch/on-screen controls on mobile. The player starts at the near end of a straight hall and moves forward down its negative-Z length; movement speed should feel moderately quick and jumping should have gravity. Keep a small glowing pale reticle at screen center.

Environment: build a narrow rectangular corridor extending roughly 70 units, about 10 units wide and 4.5 units high. Give it cracked concrete flooring with visible repeating cracks/normal detail, dark purple-black concrete walls on both sides, and a low dark ceiling. Add subtle maroon trim/panel details at regular intervals along both walls. At the far end place a broad dark red-brown containment door. Light the space ominously with dim cool moonlike directional light, weak purple ambient light, red illumination toward the far end, fog, deep shadows, and an overall near-black palette. Place one small intensely glowing red emergency beacon/sphere around the middle of the corridor, and red warning panels mounted along alternating sides. Include environmental props visible in the hall: a barrel on the left around the first section, another barrel on the right farther down, and a cluster of pipes on the right near the end.

The main threat is Hopper-01: a tall, stylized cute monster/alien mascot with an animated walking cycle, placed in the corridor. It begins farther down the hall facing the player and moves toward the player as the player advances. When the player gets past approximately the midpoint, trigger a story scare: display the message “HOPPER-01 // VISUAL CONTACT // TURN AROUND,” briefly darken/black out the screen, reposition the monster closer behind the player, and turn the player around. After this pivot, the monster continues closing in from behind/nearby. If it comes within roughly 1.45 units, end the game with a full-screen dark overlay titled “HOPPER-01 FOUND YOU” and text: “The mascot resin fingers close around the screen.” Provide a RESTART button.

Place three invisible/proximity-based master security keycard pickup locations along the hall at approximately three progressively deeper positions (around z=-18, -31, and -45). The cards do not need to be rendered as visible objects; award one when the player is within about 1.2 units of its position and within the central portion of the hallway. On pickup, increment the HUD counter and show “MASTER SECURITY KEYCARD ACQUIRED.” The upper-right HUD should read “KEYCARDS 0 / 3” initially and update to the collected count. The upper-left HUD should show the title “WONDERWOOD KINGDOM // SURFACE LEVEL” and the objective “Follow the emergency beacon. Find the master keycards.” Once all three are collected, change the objective to “The containment door is unlocked. Reach the end of the hall.” If the player reaches the end beyond roughly z=-53 with all three cards, stop gameplay and show a dark ending panel titled “THE CONTAINMENT POD OPENS” with text: “A girl who looks exactly like your sister waits in the dark. Chapter 1 slice complete.” Include RESTART.

Opening screen: before play, show a nearly black full-screen menu with a subtle radial dark maroon glow, centered serif title “THE BURROW” in large warm tan lettering, subtitle “A narrative horror escape slice.” and controls text “WASD / arrows to move, mouse to look, Space to jump. On mobile, use the on-screen controls.” Add a bordered dark button labeled “ENTER WONDERWOOD.” On activation hide the start screen and show the story message “The beacon is still transmitting. Do not let the music find you.” for several seconds. Use an elegant Georgia-like serif font throughout, warm tan/cream text, restrained borders, and cinematic horror spacing. Keep the HUD unobtrusive: title/objective upper-left, keycards upper-right, tiny reticle center, and story messages centered near the bottom in glowing pale peach text. Do not add weapons, combat, extra enemies, inventory systems, or mechanics beyond movement, jumping, card collection, pursuit, death, and the escape ending.

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