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The Forgotten House

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

Discussion

Nobody has said anything about The Forgotten House yet. Play it, then tell Khadija what you would add next.

Make your own game

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.

Read the build brief for The Forgotten House

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 dark atmospheric third-person 3D exploration game titled “THE FORGOTTEN HOUSE,” set just before midnight in an abandoned two-story house. Use a fixed playable survivor character visible from behind, with a fallback low-poly human made from simple geometry (blue-gray shirt, dark pants, skin-colored head/arms) and optionally stream in a casual hoodie human model that replaces the fallback. Use a perspective camera following the player at roughly 5.5 units distance. The player can move with WASD or a mobile joystick, drag on the right side to look, jump, and toggle crouch; support keyboard E to interact, F to toggle the flashlight, and C to crouch. Provide large mobile buttons labeled JUMP, CROUCH, FLASH, and INTERACT in the bottom-right corner. There are no enemies or combat: the game is about exploring, finding objects, opening doors, and reading clues.

Begin with a full-screen dark translucent start overlay and centered card bordered in muted gold. Show the title in large cream uppercase letters, followed by this story: “You arrive at an abandoned two-story house just before midnight. The front door is unlocked. Find the old key, open the storage room, and uncover what the last resident left behind.” Add a secondary line explaining that a visible third-person survivor, mobile controls, flashlight, doors, key, clue and storage-room puzzle are included, and a large gold ENTER THE HOUSE button. The game is paused until that button is pressed; pressing it dismisses the overlay and turns the flashlight on.

Build an enclosed, gloomy two-story house on dark outdoor ground. Use simple low-poly architectural geometry and physically shaded materials: gray-beige plaster walls, dark charcoal exterior walls, worn brown wood, muted brown floors, dark rugs, metal kitchen fixtures, translucent blue-gray windows, warm amber lamps, and cream paper clues. The house footprint has a central hall and rooms on both sides: a living room with sofa and coffee table, kitchen with counter and table, two bedrooms with beds and wardrobes, and a bathroom with a translucent tub. Add a staircase from the central area up to the second floor, an upper floor slab, upper walls, several windows, ceiling lamps, and portraits along a wall. Leave an opening in the front/south wall so the player starts outside at the front entrance. Use cool blue moonlight/directional light, a dim hemisphere fill, warm point-light accents, fog, shadows, and a dark blue-gray background to create a neglected midnight mood. The flashlight should be a forward-facing warm-white spotlight attached to the player, initially off before entering and toggled on/off by F or FLASH.

The opening front door is interactable and unlocked. The player starts outside near it and must enter the house. Place an old golden key as an interactable object in the kitchen area, near the table/counter. When the player is close enough and presses E or INTERACT, hide the key, change the HUD key status from NO to YES, update the objective to “Unlock the storage room upstairs.”, and display a hint that the old key was found and the storage room is upstairs. Place a locked storage-room door on the upper floor, on the right/east side near the back. Interacting with it before collecting the key must leave it closed and show “Locked. Find the old key first.” After the key is collected, interacting toggles the storage door open/closed; when it opens, set the storage-room progression active and reveal an old photograph and an old note inside/associated with the storage room.

After opening the storage room, update the objective to “Search the storage room for the photograph and note.” Make the photograph an interactable cream paper object. Interacting with it updates the objective to “Read the note on the crate.” and shows the hint “The photograph shows the house before it was abandoned.” Make the old note another interactable paper clue. Interacting with the note updates the objective to “LEVEL 1 COMPLETE — The forgotten house remembers.” and shows “You found the photograph and the final note.” This is the complete level ending state; do not add combat, enemies, inventory systems, extra levels, or unshown story events.

Use a minimal fixed HUD over the 3D view: top-left title “THE FORGOTTEN HOUSE”; below it a dark translucent objective panel with a gold left border reading “LEVEL 1 — THE STORAGE ROOM” and the current objective; top-right dark status panel reading “Key: NO/YES” and “Flashlight: OFF/ON”; and a bottom-center dark hint message. Keep the interface cream/gray text with muted gold highlights and a restrained horror-adventure presentation. Interaction should only work for nearby visible interactables, with a generic hint such as “Nothing nearby. Explore the rooms and look for clues.” when nothing is in range. Include crouching as a visual player scale/lower-body adjustment and jumping with gravity, but no stamina, health, lives, score, weapons, or timer.”

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