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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.
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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.
Rebuild “The Hollow Pines” as a browser-playable first-person survival-horror story slice in a dark Three.js-like 3D style. Begin with an almost black title screen framed by a thin gray border, with large cream serif lettering reading “THE HOLLOW PINES,” the subtitle “Survival horror story slice,” and story text about finding a missing friend in a storm-drowned forest, conserving battery, staying quiet, following the Guardian’s signal, and not letting the Watcher learn the route. Include a start button; after starting, hide the title and enter first-person view with mouse look/pointer lock. Also support mobile touch movement and look pads plus touch buttons. Set the game in a large, gloomy storm forest at night: nearly black-green background, exponential fog, muddy dark-green ground and a winding set of darker mud-path strips leading forward through the level, dim cool moonlight, heavy rain particle effects, occasional falling brown leaves, reflective puddles, swaying grass, thunder/lightning flashes, and scattered dead pine trees and mossy rocks. Place simple dark abandoned structures along the route: an abandoned ranger station around the left side near the beginning, a collapsed house, an old hospital/silent ward farther down the road, a research facility entrance beyond it, a tunnel mouth, and a small hidden cave at the right. Use imported low-poly/toon-like assets or equivalent shapes for dead trees, rocks, crates, doors, and creatures. Keep visibility limited by fog and darkness. Show the player’s dark-sleeved forearms and hands in front of the camera, a handheld flashlight in the right hand with subtle sway, and black boots visible when looking down. The player starts near (0, 1.72, 16), facing down the forest route. Implement WASD or arrow-key movement, mouse look, Shift to run, Ctrl/C to crouch, Space to jump, F to toggle the flashlight, E to interact with nearby story objects, and I to open/close the inventory. Walking, running, and crouching have different speeds and noise levels: walking is about 3.1, running about 5.6 while draining stamina, and crouching about 1.45 while making much less noise. Running consumes stamina and stamina regenerates while not running; jumping also costs stamina. Prevent movement through the major buildings with simple box colliders. Add footstep-like synthesized tones, a low ambient tone, interaction tones, and occasional storm/creature sound cues using simple generated audio after user interaction. Display a persistent survival HUD with horizontal bars for HEALTH, STAMINA, BATTERY, and FEAR, plus an objective line, transient message text, and story/vision text panels. Show an inventory panel when I is pressed, listing Batteries, Mara notes, Ranger key, Medkits, Radio parts, and Lab files, and a note that high fear creates false sounds and sightings. Start health and stamina at 100, flashlight battery at 76, fear at 10, flashlight on, and one medkit in inventory. Battery drains while the flashlight is on; the flashlight beam should illuminate only a limited cone ahead and turn off when battery reaches zero or the player toggles it off. Fear rises faster in darkness and around the Watcher, falls while the Guardian is visible, and can trigger false whispers. Add a darkening fear vignette around the screen. Create the story progression through five glowing, interactable box-like objects. At the ranger station porch, place Mara’s note and a battery. Interacting with the note adds “Mara notes,” displays her message that the Watcher observes from the trees and that the player should follow the pale signal, then changes the objective to follow the mud road toward the old hospital. The battery adds one Battery and restores up to 35 flashlight points. At the silent ward, place the Ranger key; collecting it changes the objective to open the research facility entrance. In/near the research facility entrance, place the lab file; collecting it reveals that Hollow Pines bonded fear response to predatory memory and that “Watcher” is only designation one, marks the player as knowing the truth, changes the objective to escape through the tunnel, and starts the final chase. In the hidden cave, place a radio part; collecting it adds Radio parts and makes the Guardian signal clearer. Interaction should only work within roughly 2.4 units and otherwise show “Nothing close enough to use.” Add narrative events: immediately after starting, show an opening memory/voicemail in which Mara warns not to answer the voice from the pines if tower lights are seen. Once the Mara note has been collected and the player travels far enough down the route, reveal the Watcher standing motionless between the trees for several seconds, show text that it studies the player, then hide it. Later, the Watcher should make intermittent distant appearances behind or ahead of the player, turn to face the player, increase fear, and create shadow/whisper encounters. The Guardian is a pale ghost-like signal entity that can briefly appear near/in front of the player when story messages occur, delivering pale-signal guidance; it should be non-hostile and reduce fear while visible. Periodically trigger atmospheric events such as a distant slamming door, a radio voice saying “I found your friend. Come alone,” a treeline shadow, Guardian messages, or a hospital vision of scientists covering cages while Mara mouths “run.” Include three low crawler enemies using dark monster-like animated models. They begin dormant along the route, wake when the player approaches within about 9 units or makes loud running noise within about 23 units, display a warning that something low and fast moved in the dark, and pursue the player. Their pursuit is slowed when the player crouches; contact damages health over time and sharply increases fear, and they stop pursuing when far away. Running should therefore be risky and crouching should be a viable stealth choice. Do not add weapons or combat; the core loop is exploration, item collection, stealth, resource management, and escape. After the lab file is collected, make the Watcher appear near the tunnel/facility area and intensify the chase. The good ending occurs when the player has found the lab truth and escapes back past the starting end of the forest (northward, approximately beyond the starting z position): show “GOOD ENDING,” explain that the player escaped with the files, and reveal a recording saying the experiment was successful and the next phase will begin, followed by “THE HOLLOW PINES WILL RETURN…”. If health reaches zero before escaping, show “BAD ENDING,” explain that the flashlight clicks out and only wet footprints remain, then reset the player at the start with low/returned health. Maintain an ominous, sparse, cinematic presentation with cool blue-gray moonlight, muddy greens, black structures, cream serif narrative typography, fog-softened silhouettes, and restrained survival-horror atmosphere. Include optional game-state inspection/set hooks equivalent to getGameState and setGameState for player position/resources, inventory, progression, and enemy visibility/state.