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The Endless Wing

  • 3d
  • first-person
  • exploration
  • procedural
  • horror
  • endless
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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. JAYDEN SERAT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Endless Wing yet. Play it, then tell JAYDEN SERAT what you would add next.

Make your own game

The Endless Wing was built by JAYDEN SERAT 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 Endless Wing 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 Endless Wing

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 exploration game titled “The Endless Wing,” set in a dark, eerie, seemingly endless hotel/manor wing. Use Three.js or an equivalent real-time 3D engine with a 72-degree perspective camera, subtle shadowing, ACES-style cinematic tone mapping, dark near-black background, and distance fog that fades corridors into darkness. The player is an unseen walking avatar/camera starting around eye height (about 1.65 units), with a small centered crosshair. Support WASD or arrow-key movement, Shift to run, Space to jump, and mouse click/movement to look around; also make the layout suitable for touch devices, but do not add controls or systems beyond these.

The environment should be assembled procedurally as a chain of randomly selected room segments. Each segment connects its entrance to its exit and is oriented/aligned to continue from the previous segment, so walking through the current exit creates the next part of the wing. Keep several recently generated segments behind the player and remove older ones to maintain the endless effect. Number each exit door sequentially with visible 3D labels such as “Door 1,” “Door 2,” etc. Use five possible architectural templates: (1) a straight 4.8-unit-wide, 20-unit hallway; (2) an L-turn made from a 5-by-13 corridor turning into a 9-by-5 corridor; (3) an 11-by-16 crossroads room with partial interior wall sections; (4) a broad 13-by-14 lounge; and (5) a narrow 3-by-24 corridor. All should have dirty dark reddish-brown carpet, dark wood-paneled walls with repeating vertical trim, a very dark ceiling, and occasional small brass ceiling lamps. Furnish the segments sparsely with simple wooden tables/desks: straight halls have two, the L-turn two, crossroads three, lounge three, and narrow corridor one. Use blocky low-detail geometry, warm brown wood, muted brass, and subdued near-black/red-brown materials. Lighting should combine weak cool ambient/moonlight with dim warm point light near the player and lamps, plus fog; the result should be almost black at a distance and atmospheric rather than brightly lit.

Every newly generated room has an exit door at its far end, framed with wood trim and a brass knob, and the current door number should be centered above/on the door as warm beige 3D text. Most doors are ordinary very dark wood, but give each new door roughly a 15% chance of being locked, visually marking locked doors with a deep red/burgundy emissive door material and a lock plate. When a door is locked, place a glowing brass key on top of a randomly selected table in the current or nearby generated room. The player automatically picks up the key when within about 1.25 units; remove it from the scene and change the inventory display. When the player approaches an exit within about 2.4 units, automatically advance through it: an unlocked door spawns the next connected room; a locked door refuses passage and reports that it is locked. If the player has the brass key, unlock the door, change it to the normal dark wood appearance, consume the key, and then generate the next room. Avoid combat, enemies, health, scoring, weapons, puzzles, or any additional gameplay systems—the goal is simply to explore the endless chain and find keys when necessary.

Use a minimal fixed HUD over the 3D view. In the upper-left show “THE ENDLESS WING” in small uppercase, widely letter-spaced muted beige serif text. In the upper-right show a thin muted-gold bordered panel reading “Inventory: empty,” changing to “Inventory: Key” after pickup. In the lower-left show a translucent nearly black panel with a thin brown-gold border and contextual text: initially “Loading the west corridor…”, normally “The corridor continues…”, and for a locked current door “The next door is locked. Find a brass key.” If the player tries a locked door without the key, show “LOCKED — the brass key is somewhere nearby.” At the bottom center show small muted gray-beige instructions: “WASD / arrows to walk · Shift to run · Space to jump · click to look.” Place a very subtle small beige crosshair at screen center. Keep the UI sparse, serif, low-contrast, and consistent with the near-black gothic atmosphere. The opening view should resemble a nearly black corridor/loading scene, with only faint geometry visible through fog and the HUD clearly readable.

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