Skip to content

Arcade › The Hollow

The Hollow

  • 3d
  • first-person
  • horror
  • physics
  • stealth
  • atmospheric
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. nightcat2007 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Hollow yet. Play it, then tell nightcat2007 what you would add next.

Make your own game

The Hollow was built by nightcat2007 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 Hollow 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 Hollow

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 browser-playable first-person 3D horror game titled “THE HOLLOW,” subtitled “a descent into the dark.” Use Three.js or an equivalent WebGL engine with a 72-degree perspective camera, mouse-look, and a very dark enclosed dungeon. The visual style is minimalist, oppressive, and Frictional-style: nearly black background and fog, brown-black stone/wood-colored walls and floor, dim cold blue moonlight from above/through cracks, warm orange lantern light carried by the player, strong vignette, soft shadows, and sparse candle props. Keep the scene quiet and atmospheric, with low ambient audio, occasional low growls, heavy thuds, and a harsh descending sawtooth stinger when the monster awakens. Headphones are recommended.

Show a full-screen title overlay before play: black background, large widely spaced warm beige serif text “THE HOLLOW,” the italic subtitle “a descent into the dark,” control text “Move: WASD / Arrows · Look: Mouse” and “Grab / Drag: Left Click · Lantern: F,” the line “Headphones recommended.”, and a bordered button labeled “ENTER.” On starting, hide the title screen, begin ambient audio, capture the mouse when the player clicks, and show the hint “Click to look. Drag the chest to unblock the door.”

Build a fixed dungeon map from a 9-by-14 grid of 5-unit cells, with a solid outer boundary, a long starting corridor/room, a central room, and a far room connected by narrow doorway openings. Use roughly 4-unit-high box walls, a floor, and a ceiling. Doorway cells remain open but have a 1-unit-high lintel above them. The player is a capsule-like collision circle at eye height 1.7, starts around (0, 1.7, -22), and faces into the dungeon. Prevent movement through the walls using circle-versus-AABB collision. Movement speed is about 3.2 units/second with WASD or arrow keys; allow touch devices to use a left-side virtual drag joystick and a right-side touch-look region. Add subtle walking camera bob.

The player carries a flickering warm orange point lantern, toggled with F. When on, it follows just in front of the camera and fluctuates in intensity; when off, the dungeon becomes much darker. The HUD is sparse: a tiny center crosshair that turns warm/bright when aiming at a physics prop and becomes especially bright when holding one; at upper left show “SANITY” above a thin 180px bar. Start sanity at 100. Lantern-off drains sanity slowly; when the monster is nearby it drains sanity faster; when the monster is distant and the lantern is on, sanity slowly recovers. At low sanity, add a pulsing translucent red-brown screen effect and change the sanity bar to a darker red gradient. Use a heavy radial black vignette over the whole view.

Place a small set of movable physics props: two small barrels and two small boxes in the starting/central areas, plus one large chest at the doorway around grid cell (3,3). Props should have gravity, floor collision, wall collision, simple mutual separation, mass-dependent dragging, friction, and thudding sounds when dropped. Aim at a prop within about 3.2 units and left-click to grab it; the held prop is pulled toward a point about 2 units in front of the camera and can be dragged around, and clicking again drops it. On mobile provide a circular “GRAB” button. The large chest is the key interaction: when first grabbed, wake the monster and display “It's heavy... drag it aside.” Move the chest more than about 2.5 units away from its doorway position to set the way clear and display “The way is clear. Descend deeper...”.

Add one animated humanoid zombie monster in the far room, initially dormant and idle. When the chest is first grabbed, activate it with the message “Something stirs in the dark...” and the descending stinger. The monster should continuously stalk directly toward the player at about 1.8 units/second, turn toward the player, and switch between Idle, Walk, and Punch animations if available. At under 1.4 units enter attack mode; while within 2 units, deal 18 health damage about every 1.2 seconds and play a low growl. Return to stalking when the player gets beyond 2.4 units. Use a subtle red point-light glow near the monster’s eyes/body that intensifies as it approaches, plus periodic growls when within 9 units. Start player health at 100; attacks show a brief translucent red damage flash. Although health is not displayed in the HUD, reaching zero ends the game.

The goal is to manipulate the chest out of the doorway and then reach the far-side exit condition by moving to z greater than about 18 after the doorway is clear. On success, stop gameplay and pointer lock, pause ambient audio, and show a dark translucent win overlay with large spaced text “YOU ESCAPED,” the line “The cold air of the surface fills your lungs.”, and a bordered “DESCEND AGAIN” button. On death, stop gameplay and pointer lock, pause ambient audio, and show a dark overlay with red-brown large text “CONSUMED,” the line “The dark has claimed you.”, and a bordered “RETURN” button. Both restart buttons reset health and sanity to 100, lantern on, player position/orientation, chest position, dormant monster state, and all messages. Use restrained warm beige/brown typography, letter spacing, thin brown borders, no score, ammo, inventory, or extra weapons.

More free browser games

Browse the whole Arcade →