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Arcade › The Forgotten
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sultan Mambetkul built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about The Forgotten yet. Play it, then tell Sultan Mambetkul what you would add next.
The Forgotten was built by Sultan Mambetkul 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 Forgotten 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 first-person 3D survival-horror game titled "THE FORGOTTEN". Use a very dark cinematic nighttime presentation: nearly black-blue sky/background, heavy blue-gray exponential fog, subtle vignette, sparse stars/specks, cold moonlight, warm narrow flashlight beam, intermittent bright lightning flashes, and continuous slanted rain particles. The world is a small deserted forest village on muddy ground. The player starts on a forest road at approximately the south end of the map, facing north toward a dim abandoned house and the village. Use an FPS camera with mouse look and WASD movement; support jumping as configured by the FPS controller, sprint with Shift, crouch/hide behavior with C, E to interact, F to toggle the flashlight, Tab to open inventory, and Esc to pause. The HUD must stay minimal and atmospheric: upper-left title "THE FORGOTTEN" and a changing objective line; upper-right flashlight battery percentage with a horizontal meter and stamina meter; a tiny center crosshair; contextual interaction prompt near the bottom center; temporary centered story/status messages; and a full-screen dark vignette. The title/start overlay should explain that the player wakes beside a wreck on a forest road and must find the village, recover a brass key, restore the generator, and reach the old gate before the thing in the trees finds them. Include a pause overlay with the controls and an ending/restart overlay. Build the environment from simple low-poly/blocky geometry and dark realistic materials. Cover the large ground plane with muddy brown terrain and lay out several parallel muddy road strips leading toward the village. Surround the area with scattered stylized low-poly trees, including leafy cube-like trees and dead trees, placed around the perimeter and approach. At the north clearing, create an enterable abandoned wooden house: a rectangular wooden floor and shell, back wall, side walls, roof, partial front walls framing a central doorway, dark red-brown locked door, small dark windows, a table, shelf, and a wardrobe inside. Place a faint floating label above the doorway reading "THE HOUSE REMEMBERS" and another over the wardrobe reading "WARDROBE". Place a metal generator outside/right of the house, a metal shelter door/gate to the left side of the village labeled "SHELTER", and a large metal escape gate at the far north end labeled "OLD GATE". The core progression is an interaction-based survival puzzle. Begin with objective "Find the light beyond the trees." Scatter four collectible objects around/inside the house area: a brass key near the house table, a ceramic fuse near the generator, an old photograph on/near the shelf, and a battery near the table. Aim at an object from close range and press E to pick it up; show it in a Tab inventory with its name and description, then remove it from the world. The brass key changes the objective to "Unlock the abandoned house." Without it, attempting the red house door displays "Locked. The key must be nearby." With it, E opens the door by moving it down/out of the doorway and changes the objective to "Search the house and find the fuse." The photograph should display the story message that three figures stand beside the shelter door and that the back has the sequence "3 - 1 - 2." The battery adds a partial recharge to the flashlight and reports that the beam steadies. The generator cannot be activated until the fuse is collected; otherwise say "The generator is missing a fuse." With the fuse, E restores power, unlocks the shelter, and changes the objective to "Enter the shelter, then reach the old gate." The shelter can then be opened, displaying a story message and changing the objective to "Reach the old gate before THE FORGOTTEN finds you." Finally, E at the powered old gate completes the escape and shows an ending explaining that the player reaches the forest road, the village lights go out one by one, and they escaped with the photograph while the storm keeps the secret. Implement the flashlight as a strong warm spotlight attached to the camera, with a limited battery that drains while moving with the light on; when the battery reaches zero, turn the flashlight off. F toggles it and reports "Flashlight on" or "Flashlight off." Sprinting consumes stamina and stamina regenerates when not sprinting. Add a wardrobe hiding interaction: E toggles hiding in the wardrobe, makes rain sound/atmosphere feel muted through the message, and the creature cannot detect the player while hidden; C exits hiding. Include short contextual messages such as "Nothing useful in reach." and interaction prompts like "E — PICK UP", "E — OPEN", "E — RESTORE POWER", "E — ENTER", "E — ESCAPE", and "E — HIDE". Add one animated low-poly dark ghost-like creature named THE_FORGOTTEN, initially dormant near the northwestern forest. Use a floating/flying idle animation if available. It should remain dormant until the generator is powered, then patrol around the north side. Use basic line-of-sight checks against world colliders and distance-based states: investigate the player when nearby, pursue when it has line of sight within roughly 11 units, search the last known area after losing sight, and return/patrol when far away. It moves faster while pursuing than while patrolling. Display a warning message such as "Something is close. Do not run." during a nearby pursuit. If it reaches the non-hidden player, show a loss ending titled "THE FORGOTTEN" explaining the creature reaches them in the dark and the last memory is the generator stopping. Hiding should break detection and pursuit. Use solid collision for terrain, house walls, props, gates, generator, wardrobe, and trees, while collectibles and windows are non-solid where appropriate. Keep the art style grounded in what is shown: sparse low-poly geometry, almost monochrome dark wood/mud/metal/plaster forms, red-brown door accent, strong black shadows, rain, fog, and restrained pale-gray interface typography. The opening view should feel extremely dark, with the road converging toward the central house doorway, silhouetted trees on both sides, and the faint "THE HOUSE REMEMBERS" text above the door.