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the lost family

  • 3d
  • first-person
  • horror
  • exploration
  • chase
  • 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. Brianna Niyongabo built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about the lost family yet. Play it, then tell Brianna Niyongabo what you would add next.

Make your own game

the lost family was built by Brianna Niyongabo 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 lost family 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 lost family

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 horror exploration game titled “THE LOST FAMILY” (page title: “the lost family”). The player is a sheriff searching for a missing child in a dark, foggy forest at night. Use a perspective camera with mouse-look and keyboard movement: WASD or arrow keys to move, Shift to sprint, and E to inspect nearby clues; tapping/clicking begins the game and can inspect on touch. Optionally support immersive WebXR VR, with left-stick movement, right-stick turning, and trigger inspection.

Scene and atmosphere: start at a warm floodlight marking a safe zone near the front of a long forest path. The world is mostly near-black/navy (#050914) with exponential blue-gray fog, dim moonlight, soft shadows, and a warm cream-colored floodlight mounted on a tall metal pole. Build an undulating dark forest floor, a central dark brown dirt path extending deep into the woods, and scattered trees, dead trees, and rocks along both sides. Add translucent pale fog planes/cards in the distance. The visual style is low-poly/primitive 3D with strongly cinematic horror lighting: cool blue moonlight and ambient fill contrasted with the warm lamp near the starting area. The camera should be first-person at roughly eye height, and movement should follow the path into increasingly threatening darkness.

Opening: show a title overlay reading “THE LOST FAMILY” and “Press any key or tap to begin.” On the first input, play a short roughly 16-second cinematic transition in which the camera subtly sways and advances its view down the path, while the objective/hint UI introduces the premise: objective “A radio call breaks the silence” and hint “You are the sheriff. Find the missing child.” After the intro, let the player explore, with the objective “Search the woods for the missing child” and hint “Follow the path and inspect anything out of place.”

Core progression: place four sequential inspectable clues along the path. Each clue should be visible as a small low-poly object on the ground with a faint colored glow hovering above it. The player can inspect only the next clue in order when within approximately 3.8 world units; show a bottom prompt such as “E / TAP — Inspect: Sheriff Hat.” On inspection, hide the clue, briefly flash the screen, play a short electronic/impact tone, and update the objective/hint to urge the player deeper toward the next named clue.

Clue 1: around x=-1.1, z=-24, a brown sheriff hat made from a brim, crown, and band; orange glow. Display the narrative clue text “Your hat is in the dirt. Something dragged it here.” and achievement label “Badge in the Dirt” as part of the inspection event if such event text is represented.
Clue 2: around x=1.8, z=-53, a small red child-sized shoe with a pale sole; pink glow. Narrative text: “A child-sized shoe. Fresh dirt. Fresh panic.” Achievement label: “Fresh Tracks.”
Clue 3: around x=1.25, z=-71, a dark low-poly dog lying on its side with a gold collar; red glow. Name it “Coco the Dog.” Narrative text: “Coco... he got to her first. Her collar is still here.” Achievement label: “For Coco.”
Clue 4: around x=-0.8, z=-92, a stylized severed arm lying among dark red blood patches; deep red glow. Narrative text: “An arm. Still warm. The leaves start shaking behind you.” Achievement label: “Too Late.”

After the fourth clue is inspected, change the objective to “RUN - get back to the floodlight” and the hint to “The leaves are shaking behind you.” After about 1.2 seconds, spawn a masked killer behind the player in the forest around z=-109. The killer is a tall, low-poly humanoid wearing a very dark outfit, carrying an axe, with a pale stitched/marked mask, black eye sockets and glowing red eyes. Make it pursue the player directly at about 5.65 world units per second, turning to face them. During the chase add a pulsing red screen overlay that intensifies when the killer is close and a red point-light glow behind the player. If the killer comes within about 2.1 units, flash the screen, play a threatening tone, and end with a dark overlay titled “You Were Found” and the subtitle “The forest keeps what it takes.” If the player reaches back beyond the starting floodlight/path end (z greater than the original start position), end with “To Be Continued” and “You made it back to the floodlight.”

Include a misleading/alternate ending during exploration: place a dark hunter’s cabin at approximately x=8.35, z=-64.2, off the path. It should be a simple square wooden cabin with four dark brown walls, a steep dark roof, a black door, a small warm orange lantern, and a low-poly hunter NPC inside/near it holding or associated with a rifle. If the player enters the cabin area (x between 5.9 and 10.8, z between -67.8 and -60.5) during the normal clue-search phase, flash the screen, play a low sound, and end immediately with title “The Hunt” and text “You were mistaken for the threat.”

HUD: render a semi-transparent black panel in the upper-left. Show a large serif/Georgia-like white objective line and a smaller muted blue-gray hint line. During the intro show the title centered in an off-white serif font. During clue range show the centered bottom inspection prompt in a dark translucent box with pale gold text. End screens should cover the view with a strong translucent black overlay, centered large pale serif ending title, and “Press R to restart.” Restart by reloading/resetting the game when R is pressed. Add brief white screen flashes on clue inspection and major scare events, and subtle ambient light flicker at the floodlight. Do not add health, weapons, inventory, score, or combat systems: the intended interaction is walking, inspecting the four clues, avoiding the cabin trigger, and escaping the killer.

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