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Arcade › The Hollow Pines
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kira Joe built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about The Hollow Pines yet. Play it, then tell Kira Joe what you would add next.
The Hollow Pines was built by Kira Joe 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 Pines 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.
Recreate “The Hollow Pines” as a dark, realistic first-person survival-horror exploration prototype set in a rainy pine forest at night. Begin with a full-screen title/start overlay reading “THE HOLLOW PINES” and the premise that the player wakes beside a wrecked car, their friend is gone, and something watches from the trees. On starting, place the player at a crash site near the front of a crude crashed car, facing down a muddy forest path. Use a first-person Three.js-style camera with mouse look (or drag look on touch), visible low-poly arms/hands holding a flashlight, and boots visible when the player looks downward. Add subtle head bob while walking/running, and a moving flashlight beam that illuminates the foggy environment. Build a broad, dark green-black forest floor with exponential fog, cold blue moonlight, wet muddy ground and a long central path. Populate it with dense scattered pine trees of varied silhouettes and sizes, rain particles, drifting leaves, occasional lightning flashes, abandoned building silhouettes, barrels, and a few sparse warm/dying lights. Include a locked ranger cabin to one side, an abandoned clinic shell farther down the path, a collapsed church silhouette, several abandoned town houses, and a research tunnel gate at the far end. Buildings are primarily simple dark blocky structures with pitched/conical dark roofs; the atmosphere should be more important than bright detail. The playable goal is a linear exploration sequence: initially “Find a clue at the crash site.” Place a bloodied research note beside the wreck; interacting with it displays the text: “Recovered note: ‘Subject W-01 has left the facility. If it watches you, do not look away.’” and advances the objective to “Search the ranger cabin for supplies.” At the ranger cabin, place a flashlight battery and an interactable door. Press E near the door to open it with a groan/message and advance the objective. Place a rusted tunnel key near the abandoned clinic, plus medical supplies near the church/late forest area. Collectible objects should glow subtly and disappear when collected. The key is required at the research tunnel gate; without it, show that the gate is locked, and with it, rotate/open the gate and display that machines are still humming below. The final objective text is “Enter the tunnels below Hollow Pines. Prototype ending reached.” There is no developed underground level beyond this gate. Implement movement and survival mechanics exactly around these controls: WASD or arrow keys move, mouse/drag looks, Shift runs, C toggles crouch, F toggles the flashlight, E interacts, and Tab opens the inventory. Support touch controls with a large virtual joystick at lower left and circular F, RUN, and E buttons at lower right. Normal movement is slower than running; crouching is slowest, lowers noise, lowers the camera height, and disables running. Running drains stamina and walking/nonmoving regenerates it. Running produces the most noise, normal walking moderate noise, and crouching very little noise. Add footstep sounds with louder steps while running. Place a HUD over the game: at upper left show four labeled horizontal meters, HEALTH (green), STAMINA (pale blue), BATTERY (yellow), and FEAR (magenta/purple). Show the current objective in a translucent panel at upper right, a small circular crosshair at center, contextual interaction prompts near the lower center, and large centered story/event messages that fade after a few seconds. Tab opens a dark inventory panel listing Batteries, Medical supplies, Keys, and the latest recovered note. Include keyboard shortcuts R to replace a low flashlight battery using a collected battery and H to use medical supplies when health is low. The flashlight starts on and its battery continuously drains; it turns off when empty. Darkness raises fear, isolation in the deeper forest raises fear, and hiding near the ranger cabin or clinic reduces danger/fear. Fear is not a combat weapon: it increases from darkness, isolation, proximity to the creature, and random scares; at very high fear, display a whisper message and slowly damage health. Health can be damaged by the creature, but should not drop below zero from normal attacks; medical supplies restore health. Add a stalking monster called The Watcher, represented by a tall alien-like low-poly creature with faint glowing eyes, initially hidden near the distant pines. When the player travels beyond the initial crash area, trigger a first appearance sequence: the wind stops, display a message that the forest holds its breath, reveal the creature between the trees after several seconds, then make it disappear when the player looks away/changes pitch. Display the clue “It is gone. A message is carved nearby: ‘It has followed every survivor.’” After a delay it returns far behind the player. Thereafter The Watcher stalks toward the player, reacts to movement noise and the flashlight, moves faster when the player runs or makes substantial noise, and can be slowed by crouching/hiding. It should look toward the player, cause fear, and damage health when very close unless the player is hiding. Do not add weapons or combat; survival is based on movement, darkness, crouching, hiding and route progression. Add ambient horror presentation: deep near-black background, muted forest colors, fog obscuring distance, rain continuously falling around the player, occasional blue-white lightning flashes with low thunder tones, subtle flashlight/engine glows, and periodic text-only scares such as footsteps behind the player, a cabin light flickering and dying, a radio voice saying “Mia is not alone,” a shadow crossing the path, or the Guardian warning “Do not trust the sounds that know your name.” Start with the story message “Hollow Pines, 2:13 AM. Find Mia. Stay alive.” Keep the overall look sparse, cinematic, low-poly realistic, damp and oppressive, matching the visible HUD and mobile controls of the reference: pale serif story text over a nearly black rainy forest, with green/blue/yellow/pink status bars.