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The Quiet House

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  • 3d
  • first-person
  • horror
  • stealth
  • survival
  • exploration

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Estevão Play, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

The Quiet House was built by Estevão Play 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 House 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 House

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 Quiet House” as a very dark first-person survival-horror hide-and-seek game in a compact, abandoned house. Use a real-time 3D perspective with mouse-look and WASD movement, a small centered circular crosshair, and a restrained, nearly black palette. Start on a title overlay reading “A hide-and-seek horror,” “The Quiet House,” and a short instruction that three keys are scattered in the dark, something is inside, and the player should search, hide, and reach the front door; provide an “ENTER THE HOUSE” button. Starting dismisses the overlay and begins play. The house is a simple walkable rectangular interior, roughly 18 by 16 units: dark scuffed brown floor, muted grime-colored walls, low, broken-looking ceiling with exposed dark wooden beams and loose boards, a few dusty window panels, and scattered fallen planks. Divide it into a central hall and side/back room areas with broad open passage gaps. Include a bed and stained mattress in one room, a toppled table, and four tall dark wardrobes placed around the rooms as hiding spots. Keep the environment mostly swallowed in shadow and lit chiefly by a warm, narrow flashlight cone attached to the first-person camera; add faint cool ambient/moonlight and subtle fog. The visual mood should match the screenshot: oppressive blackness, only nearby walls and floor dimly visible, a distant brass-gold key catching the light. Place three small glowing brass keys in the far/back portion of the house, spaced across the back rooms. Each key has a ring, stem, and tooth, floats slightly above the floor and slowly rotates. Collect one by walking close to it (about one player-width); it disappears and increments the counter. The player begins near the front doorway. The front exit is an opening in the south/front wall, with an exterior abandoned-house silhouette visible beyond it. The exit remains locked until all three keys are collected; then change the objective to “The front door is unlocked — run!” and let the player escape by approaching the doorway. A hostile zombie-like stalker begins near one of the back keys. It is initially idle, wakes when the player comes within roughly 11 units, and then pursues the player, walking at a measured pace and accelerating when close. If it reaches the non-hidden player within roughly 1.25 units, end in defeat with “It found you.” and a “TRY AGAIN” restart button. At a wardrobe, within roughly 2 units, the player can press E (also F) or tap an on-screen HIDE button to hide; hiding stops movement and makes the player safe from the stalker. Press E or tap “LEAVE HIDING” to come back out. Show the hide button only when near a wardrobe, or while already hidden. Winning after collecting the three keys and reaching the front exit ends with “You got out.”, the line “The front door slams behind you. Somewhere upstairs, a floorboard creaks.” and a “PLAY AGAIN” restart button. HUD: upper-left translucent dark outlined badges displaying “Keys 0 / 3” and the objective; tiny pale circular crosshair centered on screen; bottom-center subdued control hint “WASD move · E hide · Find 3 keys” (while hidden, show “Press E or tap to leave hiding”). Add a touch-friendly hide button when relevant. Use minimal, quiet typography, thin muted borders, dark transparent panels, warm ivory text, and a restrained rust-red accent on the title overlay. No combat, weapons, extra inventory, or additional objectives.

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