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Arcade › The Hollow House
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The Hollow House was built by KAI 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 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.
Create a first-person 3D atmospheric exploration game titled “The Hollow House.” The player explores a large, connected, abandoned two-story house laid out as a labyrinth of rooms, halls, turns, dead ends, stairs, furniture, and a hidden passage. Use an FPS camera with mouse look, keyboard movement (WASD or equivalent), jumping, gravity, and solid collision against walls, floors, stairs, furniture, and door frames. Start the player on the ground floor in the SouthWest Kitchen area around (-9, 1.1, 9), looking through the dark house. There is no visible HUD, score, health, inventory, combat, dialogue, enemy, or quest UI; this is a quiet architectural horror/exploration experience. The practical goal is to navigate toward the clearly marked main exit, although the exit door is not interactively opened in the source game. Build the house from modular box geometry with a room height of about 4.2 meters. Every room has a floor, ceiling, perimeter walls, and a deliberate 1.5-meter opening on its south side; connect spaces with narrow corridors and timber-framed doorways. Include these ground-floor spaces and approximate arrangement: Entrance Hall centered at (0,0), West Drawing Room (-8,0), East Parlor (8,0), North Library (0,-8), NorthWest Bedroom (-9,-8), NorthEast Bedroom (9,-8), SouthWest Kitchen (-9,9), SouthEast Dining Room (9,9), a small Secret Vault (-18,2) reached by a Hidden Passage, Basement Foyer (0,17), and a distant Exit Chamber (22,-34). Add central west/east/north/south halls, a long north hall with northwest and northeast turns, a long south hall with kitchen and dining turns, a long Exit Run and Exit Turn leading to the distant exit chamber. Put the second floor above the central/offset portion with Upper Gallery, Upper Nursery, Upper Attic, Upper Ballroom, upper west/east halls, upper south hall, and stairs connecting the levels. Include a main staircase near the south of the Entrance Hall, a broken stair near the west side, and an upper-to-exit stair. Dress the house sparsely with collision-enabled abandoned furniture: a large grand table in the Entrance Hall, broken cabinet in the northwest bedroom, tall wardrobe in the northeast bedroom, kitchen counter, dining sideboard, nursery chest, ballroom piano, and a row of six debris crates in the basement/southern area. Add several abandoned wooden barrels in the kitchen, dining, exit approach, and secret-vault vicinity. Add a few dark recessed/blocked alcoves or dead-end markers in the long north hall. The scene should feel empty and navigable rather than cluttered. Use a very dark, nearly monochrome horror presentation. Set the background to near-black blue-gray (#07090b), add dense blue-black exponential fog, and use restrained lighting: cool moonlight/directional light, a dim cool hemisphere fill, a muted blue point glow around the central hall, and a weak warm brown/orange glow near the exit. The screenshot should read as mostly black with only faint silhouettes and surfaces visible, especially at a distance. Use rough, non-reflective materials: mottled gray-beige plaster/stone walls with subtle noise and rectangular seam marks, dusty dark gray-brown floors, dark brown wood with irregular grain for doors/furniture/stairs, and a nearly black material for recesses. Apply soft shadows, ambient occlusion-like darkness, filmic tone mapping, low exposure, and a 72-degree perspective first-person camera at roughly eye height 1.7m. At the far Exit Chamber around (22,-34), place the only obvious exit: a timber doorway/frame and a large vertical wooden door slab approximately 2.8m wide and 3.5m high at the end of the route. Make it visually distinguishable with the subtle warm exit light, but do not add an opening animation or a success screen unless needed by the engine; in the source it is simply a marked, solid exit door. Keep the experience focused on wandering through the hollow, silent house with real geometry, shadows, fog, and collision.