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The House That Waits

  • 3d
  • first-person
  • horror
  • exploration
  • atmospheric
  • 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. Adit Akarsh built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The House That Waits yet. Play it, then tell Adit Akarsh what you would add next.

Make your own game

The House That Waits was built by Adit Akarsh 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 House That Waits 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 House That Waits

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 horror exploration game titled "The House That Waits." Use Three.js or an equivalent browser 3D engine with a 72-degree perspective camera, mouse-look pointer lock, and WASD movement at a slow walking speed. Start the player just inside the south/front entrance at approximately (0, 0, 7.3), facing into the house; the front door is on the south side around z=9. The player should be able to walk through a compact connected floor plan made of five dark rooms: one central 6x6 room plus rooms directly north, south, east, and west, with narrow open thresholds/corridors between them. Build the rooms from simple box geometry: dark brown-gray floor, rough gray-brown walls, ceiling, and nearly black trim. Include wooden threshold strips at each connection. The front door should be a prominent closed-looking dark wooden door on the south exterior wall, with a dark trim panel and a small metal handle; looking directly at it from within and pressing E (or clicking/tapping to interact) within about three meters lets the player escape. On escape, display the message: "The night air takes you. You got out — but something followed." There is no combat system or inventory.

Populate the rooms with sparse, low-poly silhouettes: a wooden table with two legs in the west room, a wooden bed with a pale mattress in the east room, a tall wooden shelf with three shelf boards in the north room, and a desk and chair in the south room. Add dark blue-black window panels on the exterior walls, a barrel in the west room, a chest in the east room, and a bloodstain near the north-side area. Place three small pale paper notes on the table, desk, and bed. A centered crosshair/ring indicates where the player is looking. When the player aims at a note and presses E or clicks, open a centered modal paper-reading panel; close it with E or another interaction. The notes must contain exactly these readable texts: the table note is titled "The first note" and says "If the lantern dims, do not look into the hall. It has learned the shape of attention."; the desk note is titled "A second note" and says "Four rooms. Four locks. The front door was never meant to open from inside."; the bed note is titled "A last note" and says "It cannot move while watched. But it knows when you blink." The modal has a dark translucent brown background, thin muted-gold border, serif typography, and a small instruction reading "Press E or tap to close."

Place a pale humanoid zombie-like creature in the north room around z=-5.2, using a low-poly animated zombie model if available. It begins idle and should slowly approach the player when it is not being watched: each frame, if it is within roughly 12 units, the player is looking toward it (the creature lies within a narrow forward-facing cone), and the note modal is not open, it remains idle; otherwise, unless the player has escaped, it slowly lerps toward a point about 1.1 units behind/in front of the player's position and turns to face the camera. Play its walk animation while moving and idle animation while being watched. Do not add attacks, damage, jumpscares, health, or invented enemy behavior.

Lighting and presentation are the core experience: make the world nearly black with a subtle blue-black fog, heavy radial vignette, very dim cool moonlight from above, a faint cool hemisphere fill, a warm orange point-light lantern attached to and moving with the camera, and a dim dark-red point light deeper in the house. The lantern should cast shadows and illuminate a small area around the player. Pressing F toggles the lantern on and off and updates the HUD from "LANTERN ON" to "LANTERN OFF"; it only changes the lantern light visibility, not player health or stamina. Use soft shadows, rough materials, restrained ACES-like tone mapping, and a nearly black background. The visual style should be minimalist, oppressive, cinematic, and low-poly, with mostly silhouettes and subtle brown, gray, blue, red, and amber colors.

Overlay HUD requirements: show the uppercase spaced title "THE HOUSE THAT WAITS" at the upper left in muted gray-beige serif lettering; show the initial bottom-center instruction "Click to enter the house · WASD to move · mouse to look · F lantern · E read / open"; show the lantern state at bottom right; maintain a small glowing white circular crosshair at screen center; and apply a full-screen radial vignette that is transparent near the center and black around the edges. On touch/coarse-pointer screens, show two empty translucent circular touch indicators near the lower left and lower right, and move the instruction upward to avoid them. Keep the initial title and instruction visible over the dark scene, matching the screenshot's almost-black opening composition.

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