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The Empty Rooms

  • 3d
  • third-person
  • horror
  • escape
  • exploration
  • 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. collinsochiagha built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Empty Rooms yet. Play it, then tell collinsochiagha what you would add next.

Make your own game

The Empty Rooms was built by collinsochiagha 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 Empty Rooms 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 Empty Rooms

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 third-person 3D exploration/escape horror game titled "The Empty Rooms". Use a muted, low-poly/kenney-style visual treatment with realistic soft shadows, sparse utilitarian interiors, and a dark atmospheric background/fog. The player is a stylized human character in casual clothing, viewed from behind and slightly above at a fixed trailing distance of about 5 units; the camera can orbit horizontally and tilt modestly up/down. The visible character should have a dark face/skin appearance under the dim lighting, brown hair, a dark blue shirt, dark shorts/trousers, and dark legs and hands, matching the supplied screenshot’s simplified animated humanoid look.

Build a large connected floor plan from 25 identical square rooms arranged as a 5-by-5 grid, with room centers at roughly x/z coordinates -28, -14, 0, 14, and 28. Each room is 14 by 14 units, has beige plaster walls about 5.2 units tall, a low ceiling, brown wood-colored flooring, and open 3.6-unit-wide passage gaps centered in each wall. Connect adjacent rooms with short corridor floor sections. Add a gray-tiled garage/exit route extending north from the central top side: a garage room around z=42 and another around z=56, with a tiled ramp/stair section around z=35-42, seven shallow steps, and dark metal handrails on both sides. At the far end, place one prominent bright green escape door in a gray frame around x=5.6, z=56. The only objective is to reach this door; when the player comes within about 3 units, show a full-screen translucent dark-green victory overlay reading "CONGRATULATIONS." and "YOU SURVIVE." and stop gameplay.

Make every ordinary room feel empty but include sparse repeated environmental dressing: a gray-brown rectangular rug, two simple fluorescent ceiling fixtures, small dark green directional sign panels high on the walls, and occasional furniture silhouettes/props such as a television cabinet, large refrigerator, double bed, toilet, and chair. The signs should visually read as dark green illuminated panels; wall signage generally points toward "NEXT ROOMS", while the east-facing signs indicate "GARAGE / EXIT". Include several silent, motionless human figures distributed through rooms and the garage, using idle or seated poses, to create unsettling stillness without adding attacks or interactions. Place a large demon/monster character in the central passage area around z=24. It should initially idle, but when the player is within 15 units it should pursue the player at roughly 1.15 units per second, face the player, and animate with a run cycle. Display a danger state in the HUD while within that range, but do not invent combat, health, weapons, or jumps.

Lighting should be subdued: a near-black charcoal environment/fog, beige walls, brown floors, cool gray tiled areas, soft gray-green hemisphere fill, a pale directional key light with shadows, and a very subtle green point-light fill. Use ambient occlusion-like soft shadowing, rough materials, and restrained colors. Fluorescent fixtures should be pale/off-white luminous boxes rather than brightly illuminating the entire scene.

Implement movement for keyboard and touch. On desktop, WASD or arrow keys move relative to the camera yaw; Shift enables sprinting. On mobile/touch, dragging on the left half of the screen acts as a virtual movement joystick/directional pad, and dragging on the right half rotates the view; a stronger upward movement on the left triggers running. Movement is walking at about 3 units/second and sprinting at about 5.2 units/second. Prevent the player from walking through room walls, ceiling/floor collision geometry, furniture/solid structures, and stair rails using simple axis-aligned collision checks. The character turns toward the movement direction and uses idle, walk, and run animations. Play a quiet concrete footstep sound approximately every 0.42 seconds only while sprinting.

Add stamina: sprinting drains a 100-point stamina meter at about 24 points/second; when empty, force the player to walk until stamina recovers. Recover stamina at about 14 points/second while not sprinting, and allow sprinting again once it rises above roughly 35. The HUD is a canvas overlay designed for a tall mobile screen. At the top, center the title "THE EMPTY ROOMS". Beneath it show a state label: green "GREEN — RUN" normally, yellow/tan "TIRED — WALK" when stamina is below 35, and red "RED — STOP" when the monster is within 15 units. In the upper-left quadrant show a dark translucent square minimap representing the 5-by-5 room grid with green outlined room boxes and connecting openings; plot the player as a small bright green dot and the monster as a small red dot. At the bottom show two large translucent circular touch-control indicators, labeled "MOVE / RUN" on the left and "LOOK AROUND" on the right. Preserve the clean, sparse HUD styling and the overlaid third-person view shown in the reference: no score, no inventory, no health bar, no ammo, and no extra menus.

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