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Arcade › The Forgotten House
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Khadija built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about The Forgotten House yet. Play it, then tell Khadija what you would add next.
The Forgotten House was built by Khadija 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 House 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.
Rebuild a browser-based 3D first-person horror mystery titled “THE FORGOTTEN HOUSE,” specifically a playable Level 1 called “The Mysterious Entrance.” Use Three.js or an equivalent WebGL engine with a dark cinematic night presentation: near-black blue-gray background, exponential fog, cool moonlight, a warm dim porch light, soft shadows, restrained ACES-style tone mapping, and an abandoned rural-house atmosphere. The scene should be viewed through a first-person camera at roughly eye height, with a small glowing reticle at screen center and no visible player body. Start on a full-screen main menu over the dark scene. Present the kicker “A FIRST-PERSON HORROR MYSTERY,” a large serif/Cinzel-style title “THE FORGOTTEN HOUSE,” the subtitle “Level 1 — The Mysterious Entrance,” and four vertically stacked outlined buttons: “SOLO PLAY,” “PLAY WITH FRIENDS,” “SETTINGS,” and “CHARACTER SELECTION.” Include the description: “A browser prototype of the first level. Explore, find the key, and unlock what the house tried to hide.” SOLO PLAY starts the investigation and hides the menu. PLAY WITH FRIENDS opens a modal explaining that co-op is planned for up to 5 players and that this prototype currently ships the solo investigation. SETTINGS opens a modal stating the prototype controls: F toggles the flashlight, Shift runs, and touch joystick plus drag-look is supported on mobile. CHARACTER SELECTION opens a modal explaining that the full game is planned to include 5 female and 5 male investigators, while Level 1 currently uses first-person camera. These buttons are informational except SOLO PLAY. Build a compact abandoned house layout on a large dark garden ground plane. The house has a rectangular floor approximately 14 units wide by 18 units deep, low dark walls and a ceiling, with internal divider walls creating a front hall/rooms and a darker rear area. Include a front porch around the entrance and a stepping-stone path leading outward into the garden. Add several dead trees with bare, dark polygonal crowns around the path. The house should feel empty and decayed rather than brightly furnished. Add dark glass/broken window panels along one side, including a visibly crooked wooden board across one window. Place dim orange bulbs around the porch/interior. Use simple dark brown wood, aged gray-brown walls, nearly black materials, and muted glass. Populate the house with furniture-kit-style 3D props: a chair and table in the front-left area, a double bed in the rear/right room, a kitchen cabinet near the front/right window, stairs in the hallway, and a door at the back-left/rear storage-room entrance. Furniture and walls should cast/receive soft shadows. The player begins just outside/on the porch at the front entrance, facing into the house. Movement is collision-aware FPS movement with WASD or arrow keys, mouse drag look, Shift to run, and Space to jump. Support the listed mobile touch joystick and drag-look behavior if the platform allows it. The main gameplay loop is exploration and inspection, with no combat, enemies, health, weapons, or inventory UI. Give the player a flashlight mounted to the camera: it is initially ON, producing a cool narrow spotlight, and F toggles it on/off. Show a HUD after starting: top-left objective panel, top-right text “FLASHLIGHT ON” or “FLASHLIGHT OFF,” center reticle, contextual interaction prompt near the lower center, and a lower-left control hint reading “WASD / arrows move · mouse drag looks · Shift run · Space jump · E interact · F flashlight · Esc pause.” Escape opens a pause menu with RESUME, RESTART LEVEL, and MAIN MENU. Implement the exact investigation progression using a centered raycast interaction and E key, only when an interactable is within about 3 units and under the reticle. At the beginning show: “Objective: Enter the house and find the old key.” Place a small glowing brass/gold old-key marker on or near the right-side cabinet/front-right room at approximately x=4.2, y=1.05, z=4.1. Looking at it shows “[E] Pick up old key.” E removes it and advances the objective to “Objective: Find the locked storage room door.” Immediately show a parchment-like modal titled “The old key” with text: “The brass key is cold enough to burn. Somewhere in this house, a lock has been waiting for it.” Include a CLOSE button and pause gameplay while the modal is open. Place the storage-room door toward the back-left, around x=-3.35, z=-6.0. Looking at it shows “[E] Unlock storage room.” Before obtaining the key, E opens a parchment modal titled “Locked” with: “The door is swollen shut. A brass key-shaped lock glints beneath the dust.” After the key is obtained, E unlocks it, rotates/opens the door, and advances to “Objective: Find the hidden note inside the storage room.” Show a modal titled “The lock gives way” with: “A breath of air escapes from the darkness beyond. The room was sealed from the inside.” Inside/near the rear storage room, place two small inspectable markers: an old photograph around x=-3.1, y=1.25, z=-7.3 and a mysterious note around x=-3.0, y=1.15, z=-7.55. The photograph can be examined at any time when targeted and should show a parchment modal titled “The photograph” with: “A family portrait. Every face has been scratched out except the youngest girl. On the back: “Do not let her hear the stairs.”” The note should show “[E] Read note”; E advances the objective to “Objective complete: The house remembers your name.” and opens a modal titled “A mysterious note” reading: “If you found this, the house has already noticed you. The first door was never the danger. Listen for the clock when the lights go out. — E”. Also place a stopped-clock clue marker on the left/front interior around x=-4.2, y=1.8, z=2.4. When targeted, show “[E] Examine,” and E opens a modal titled “Stopped at 2:17” with: “The hands are frozen. Dust around the face has been disturbed recently.” Interaction prompts should distinguish picking up the key, unlocking the storage room, reading the note, and generic examining. Use a centered crosshair raycast so the prompt only appears while the player is actually looking at a nearby interactable. Style all investigation modals as a centered, slightly rotated aged parchment/card: warm beige paper, dark brown serif text, cinematic black translucent overlay, shadow, serif heading, and CLOSE button. Keep the overall visual tone restrained and ominous: dark house geometry, foggy moonlit exterior, orange practical bulbs, flashlight beam, empty rooms, and environmental mystery. Do not add enemies, chase sequences, multiplayer gameplay, combat, scoring, lives, timers, or additional puzzles beyond the key, locked door, photo, clock, and note interactions described above.