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The Forgotten House

  • 3d
  • third-person
  • mystery
  • adventure
  • exploration
  • cinematic
  • low-poly
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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 playable browser 3D third-person adventure mystery titled “The Forgotten House,” presented as “Chapter 1 · The Gate.” Use a cinematic, restrained low-poly style: a large gray, weathered mansion in a dim overcast garden, muted blue-gray sky and fog, dark brown roof, soft shadows, sparse dead trees, stone fencing, a straight pale path, and warm/brass accent lighting. The camera should follow behind and slightly above the selected survivor, with a centered white crosshair, smooth orbit/look control, and a shadowed atmospheric presentation.

Begin on a full-screen main menu over the mansion backdrop. Use a nearly black translucent centered card with thin gray borders, serif typography, and brass/gold accents. Show the eyebrow “A CINEMATIC SURVIVAL MYSTERY,” the large stacked title “THE FORGOTTEN HOUSE,” subtitle “CHAPTER 1 · THE GATE,” and three buttons: PLAY, SETTINGS, and CHOOSE CHARACTER. The character screen must offer exactly two animated survivors: Matt and Lis, each with a simple portrait tile and descriptions “Field jacket · balanced movement” and “Explorer gear · balanced movement.” Allow the player to select one and use it in the level. Settings should include camera sensitivity, control sensitivity, music volume, sound-effects volume, LOW/MEDIUM/HIGH graphics quality, and an ON/OFF sound toggle.

The playable environment is a compact mansion grounds level. Build a broad green-gray garden floor and front path, a symmetrical mansion shell with left and right wings, a central entrance opening/porch, upper floor, dark roof, tall blue-gray windows, a dining table and chairs on the right, library shelving on the left, and a simple stair flight inside. Place dead tree trunks with dark faceted crowns in the distance and a low stone fence at the far front of the grounds. At the entrance area include two porch posts, lantern props, a chest/dining-area prop, and interactable objects visibly placed in the world: a brass gate key near the entrance, a note on/near the right-side furniture, a glowing gold relic in the library, a front iron gate at the outer fence, and the mansion’s front door.

The objective progression is linear and must be explicitly reflected in the HUD. At the top-left show a dark translucent “CURRENT OBJECTIVE” panel; at the top-right show “INVENTORY.” Start with “Reach the iron gate,” then set the objective to “Find the brass key near the entrance.” When the brass key is collected, add “Brass key” to inventory and change the objective to “Unlock the iron gate.” The player must approach the brass key and press E or a touch Interact button to collect it; hide the key afterward and show a brief toast “Brass key collected.” Without the key, interacting with the iron gate displays “Locked. Search near the entrance.” With the key, interacting opens the iron gate with a visible rotation and a low groan-style sound, then changes the objective to “Enter the mansion and open the front door.” The player must approach and interact with the front door; if the gate is not open, show “The gate must be open first.” Once opened, rotate the door visibly and change the objective to “Search the library for the glowing relic.”

After the door is open, allow the player to reach the library and interact with the gold glowing relic. If attempted too early, display “The library is beyond the front door.” On successful collection, hide the relic, add “Glowing relic” to inventory, show “The relic hums in your hands. LEVEL 1 COMPLETE.”, and then show a mission-complete overlay with “MISSION ACCOMPLISHED,” “LEVEL 1 COMPLETE,” explanatory text that the glowing relic has awakened beneath the house and deeper rooms are waiting, plus NEXT LEVEL and MAIN MENU buttons. NEXT LEVEL only needs to communicate that Chapter 2 is ready to expand from this mansion slice; it does not need to implement another level.

Also make the nearby note interactable. On interaction, show the exact toast: “Note: ‘The house remembers those who look beneath the dust.’” and hide the note. Include short interaction toasts for already-open doors/gates and for trying to interact when nothing is close enough. Use simple musical/sound-effect feedback for key collection, gate, door, note, and relic interactions, with sound controlled by the settings toggle and SFX volume. There are no enemies, weapons, combat, health, or enemy AI in this chapter; the challenge is navigation, discovery, and ordered environmental interactions.

Support desktop and touch controls. Desktop movement should use WASD or an equivalent movement joystick, mouse/touch dragging to look, E to interact, Shift to hold Run, C to toggle Crouch, and Space to Jump. Add visible mobile controls at the bottom-right labeled Walk, Run, Jump, Crouch, and Interact. Walking should use a moderate speed, running should be faster while Shift/Run is held, and crouching should use the walk animation/speed. Use animated third-person character models with idle, walk, run, and jump animations. Keep a subtle bottom-center hint reading “WASD / joystick to move · drag to look · E to interact.” Use fog, directional sunlight, ambient hemisphere light, shadows, and a centered follow camera to preserve the moody cinematic survival-mystery atmosphere.

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