Appearance
Arcade › The House That Waits
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Celine Chen built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about The House That Waits yet. Play it, then tell Celine Chen what you would add next.
The House That Waits was built by Celine Chen 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.
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 a short atmospheric first-person 3D narrative encounter titled “The House That Waits.” Use Three.js-style real-time rendering with a 68-degree perspective camera, dark cinematic exposure, soft shadows, ACES-like filmic tone mapping, and a strong black vignette around the screen. The player begins near the back/front side of a Victorian parlour at position approximately (0, 0, 7.6), facing into the room. Provide FPS controls: mouse-look with pointer lock/camera control and keyboard movement (WASD-style movement), with gravity and ordinary walking speed around 3.2; the player should be able to explore the enclosed room. Keep a small circular crosshair fixed at screen center. Build the room as a very dark, worn Victorian sitting room: a large rectangular floor, four enclosing walls, subtle floorboard seams, dark gray-brown wall materials, almost-black trim and crown moulding, and a faded burgundy Persian rug centered in the room. At the far wall place two tall narrow rainy windows with dark frames, vertical mullions, translucent blue-gray glass, deep curtains/drapery, and wooden sills. Place a wooden side table on the left side of the room. At the back center, build a substantial dark masonry fireplace with a black opening, wooden hearth, and several small low-poly orange/red flame shapes. Add a warm orange point light at the fireplace whose intensity flickers subtly over time. Balance it with dim cool moon fill and a cool directional moonlight, while retaining very dark overall lighting and exponential fog. Place a couch near the center/back of the parlour, approximately at world position (0, 0, -1.5), facing toward the room. Place the humanoid character Xiaoxi just in front of/near the couch, approximately at (0, 0.02, -1.15), initially seated/idle and facing generally toward the room/player. Use an imported or equivalent humanoid character with idle and walk animations and a dark, shadowed appearance. The room should feel empty and ominous rather than action-oriented: there are no enemies, weapons, combat, score, health, inventory, or win/lose system. Create a rain particle system visible across the room/near the windows: roughly 850 tiny cool blue-gray points distributed through the room volume, falling at varied speeds and recycling to the top when they reach the floor. Add looping ambient rain audio and looping fireplace audio, starting after the first pointer or keyboard interaction if browser audio requires user activation. The camera view should be nearly black in places, with the fireplace being the main warm light source and the rain and moonlight providing sparse cool highlights. The core interaction is proximity dialogue. Initially, when the player is within about 4 world units of Xiaoxi, show a bottom-center bordered prompt reading “[E] Speak to Xiaoxi”; hide it when farther away. Press E while within about 4 units to begin the encounter: hide the prompt, show a wide bottom dialogue panel with a dark translucent/gradient background, thin muted-beige border, speaker label “Xiaoxi,” and the hint “Press E to continue.” Display these exact lines in order as E is pressed: “You came back.”, then “I kept the fire alive while the house listened.”, then “Do you remember what you promised me?”, then “Don’t look behind you.” The first interaction changes Xiaoxi from seated/idle to walking and Xiaoxi slowly approaches the player at about 0.72 world units per second, using the walk animation and turning toward the player. Stop approaching when roughly 0.85 units away and return to idle. Further E presses advance the dialogue; after the final line, hide the dialogue panel. Preserve the simple encounter state flow (seated, walking, arrived) rather than adding branching choices. Use a restrained horror UI: dark charcoal background, Georgia/serif typography, uppercase spaced title “THE HOUSE THAT WAITS” in the upper-left, warm pale-gray text, muted brown speaker label, thin low-opacity borders, and a large dark vignette overlay. Show a centered loading screen initially reading “ENTERING THE WEST PARLOUR,” fading away once the couch and Xiaoxi are loaded. Make the whole presentation quiet, sparse, rainy, and ominous, with the first-person view and crosshair emphasizing that the player is approaching a waiting figure in a house that appears to listen.