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The Quiet Cabinet

  • 3d
  • exploration
  • museum
  • atmospheric
  • interactive-fiction
0
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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. Arjun Chakraborty built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about The Quiet Cabinet yet. Play it, then tell Arjun Chakraborty what you would add next.

Make your own game

The Quiet Cabinet was built by Arjun Chakraborty 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 Quiet Cabinet 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 Quiet Cabinet

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 quiet, atmospheric first-person/close third-person 3D museum exploration game titled “The Quiet Cabinet · Gallery 01.” The player is an invisible visitor represented by a camera-follow target, starting near the south end of a long rectangular gallery and walking north toward the exhibits. Use a perspective camera with dark fog and subdued cinematic lighting; the player can walk with WASD or arrow keys, look by dragging the mouse/touch, and move around with collision against the room boundaries and columns. Include jump/vertical movement only if supported by the movement controller, but do not add combat, enemies, scoring, inventory, timers, or win conditions.

Build a long, dark gallery approximately 22 units wide and 30 units deep, enclosed by nearly black-purple walls and a dark floor. Add a slightly lighter, narrow runner/carpet down the center. Use soft shadows, a cool gray-blue hemisphere/moon light, a purple accent light at the far end, and a warm orange point light that relocates above the exhibit nearest to the player. Add sparse architectural trim/columns: dark brown-gold columns near the front and back walls and additional gallery columns along the sides. Place dark bookcase-like furniture near the front corners. The visual style should be minimalist, mysterious, low-light museum/gallery realism with strong silhouettes, subtle fog, and glowing colorful artifacts. Keep the top HUD area nearly black and the overall palette charcoal, navy-purple, muted bronze, and cream.

Place six separate waist-high dark pedestal blocks in two columns, alternating left and right, running down the gallery: approximate positions x=-5 or +5 and z=-9, -3, 3, with the player starting around z=11. Each pedestal has a broad dark brown base, a lighter bronze/tan top cap, and a hovering/rotating luminous artifact. Give every artifact a faint horizontal glowing ring around its base and gentle idle rotation/bobbing. Use these exact exhibit identities, forms, colors, and inspection text:
1. “The Bell That Remembers,” at the first left position: a glowing warm coral/orange torus-knot-like bell sculpture. Description: “A bell cast from an alloy that rings only after the room has gone quiet. Its inscription changes when no one is looking.” Tag: “ORIGIN · UNKNOWN”.
2. “Mothglass Reliquary,” at the first right position: a cyan/teal translucent-looking faceted icosahedron stretched vertically like a vessel. Description: “A sealed vessel containing one impossible wingbeat. The glass is warm to the touch, even in winter.” Tag: “MATERIAL · DREAM-SILICA”.
3. “The Inverse Crown,” at the second left position: a violet/lavender tilted faceted cone/crown form with thin horizontal torus bands. Description: “A crown for something that wore the sky beneath its feet. Do not place it near a mirror.” Tag: “RECOVERED · BELOW THE TIDE”.
4. “Seed of the Last Orchard,” at the second right position: a warm yellow/gold vertically elongated oval seed with several thin horizontal ring bands. Description: “It has never been planted, yet the seed has grown one ring every century.” Tag: “AGE · 1,904 YEARS”.
5. “A Map of Elsewhere,” at the third left position: a glowing magenta/pink faceted dodecahedral object. Description: “The ink describes a gallery with one extra room. The room is not on any plan.” Tag: “CATALOGUE · MISSING”.
6. “The Listening Stone,” at the third right position: a cool blue faceted, flattened octahedral stone. Description: “A small stone with a pulse. It becomes heavier when spoken to.” Tag: “LOAN · THE HUSH SOCIETY”.

Make the artifacts emissive but not excessively bright, with each object’s glow matching its color: coral, teal, violet, gold, magenta, and blue. The closest artifact within roughly 2.6 world units becomes the current nearby exhibit; the warm point light should change color and move above that pedestal. If the player walks near a different exhibit while an inspection panel is open, close the old panel.

HUD: render a fixed title at the upper left reading “THE QUIET CABINET · GALLERY 01” in spaced uppercase serif lettering, muted antique gold. At the bottom center show a bordered translucent dark hint bar initially reading “WASD / arrows to walk · drag to look · E to inspect.” When near an exhibit, change it to “Press E to inspect · [exhibit name].” Press E to open that exhibit’s information panel; pressing E again on the same exhibit closes it. Also provide a visible “INSPECT” button near the lower-right corner when close enough, usable by pointer/touch. The inspection panel should appear in the upper-right as a dark translucent rectangle with a thin bronze border, showing the exhibit name in large cream serif text, its description in small light sans-serif text, and its uppercase bronze tag. While open, the hint should read “E / Inspect again to close · walk toward another pedestal.” Make the interface responsive for mobile, preserve the dark full-screen canvas, and keep all interaction focused on calmly exploring and reading the six gallery objects.

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