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Arcade › The Red
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gage Sheppard built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about The Red yet. Play it, then tell Gage Sheppard what you would add next.
The Red was built by Gage Sheppard 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 Red 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.
Create a browser-based first-person horror survival game titled “The Red,” using a Three.js-style 3D renderer and a full-screen canvas. The player is lost in a dim, foggy, endless forest and must survive for exactly 60 seconds while a red humanoid monster pursues them; the player loses if the monster comes within 1.8 meters while they are not hidden, and wins when the timer reaches zero. Use a first-person camera at approximately 1.7 meters eye height with a wide field of view around 72 degrees. The world should feel unbounded: build a large procedural forest patch and recenter it around the player whenever they travel far enough, so the player can run indefinitely. Track and display the distance run. The environment is a dark, desaturated woodland with gray-green fog and a muted gray sky. The ground is a broad uneven plane with subtle noisy height variation and mottled dark olive, brown, and green vertex colors. Populate it with many stylized low-poly conifer trees: brown trunks and layered angular cone foliage in several deep green shades. Also scatter low-poly gray rocks and dark green faceted bushes. Use soft shadows, subdued hemisphere/directional/ambient lighting, and fog that limits visibility to create a bleak cinematic horror atmosphere. The pursuer is called The Red. Place it initially roughly 38 meters ahead of the player, with a small random horizontal offset. Model it as an animated, hunched humanoid around three meters tall: dark and wet-looking deep-red skin, a hunched chest and abdomen, visible pale ribs across the front, a line of spine bones, long segmented arms hanging toward the ground, clawed hands and feet, a narrow red/dark head, dangling black tendrils, and two glowing yellow-orange eyes. Surround it with a translucent dark shadow aura. Animate alternating leg and arm swings, subtle chest/head movement, and tendril motion as it walks. The monster follows the player directly when they are running. It moves faster when far away and somewhat slower when close; when the player is hidden, it slows considerably and searches in a small wandering radius around the hiding tree instead of directly reaching the player. Show the monster distance in meters on the HUD and increase danger presentation when it is close. Desktop controls: Arrow keys or WASD move, with forward/back/strafe relative to the camera yaw. Mouse look works after clicking the canvas to request pointer lock. Hold either Shift key to smoothly turn the view 180 degrees and look behind. Include a small center crosshair. Mobile/touch controls must provide a left “MOVE” touch pad, right “LOOK” touch pad, a HIDE button, and a LOOK BACK button. Touch movement should work like a virtual directional pad and touch look should rotate yaw and pitch. Moving while hidden immediately exits hiding. Add nine visible hollow-tree hiding spots around the forest. Each should look like a pair of rough leaning bark columns forming a hollow opening, with a dark circular interior, mossy low-poly growth, and a pale green glowing ring/rune on the ground plus a faint green point light. When the player is within about 3.2 meters, the HUD should indicate that the hollow tree can be used; pressing E or H on keyboard, or HIDE on touch, enters it. While hidden, lower the camera slightly, stop all movement, display a dark breathing vignette, and allow hiding indefinitely with no draining meter. The HUD should say “THE RED IS SEARCHING” and explain that moving leaves hiding. The monster searches around that spot and can no longer capture the player while hidden. Pressing E/H or the button while hidden exits, with a short cooldown before immediately hiding again. As the player travels through the endless forest, recycle old hiding spots ahead of the player so the supply remains available. The in-game HUD should be restrained and horror-styled: a large pale timer centered at the top showing remaining seconds (for example 60s), a line beneath showing status such as “KEEP RUNNING,” “HE’S CLOSE,” or “THE RED IS SEARCHING,” followed by monster distance and total run distance, a hide-status panel, a center crosshair, a bottom hint listing movement/hide/look-back controls, and a “HOLD SHIFT TO LOOK BACK” indicator. Use text shadows and warm off-white typography. Add a subtle breathing vignette during normal play and a pulsing red danger vignette when the monster is within about 8 meters. Implement WebAudio ambience after starting: low filtered wind noise, intermittent breath sounds, footsteps while moving, and increasingly frequent/louder filtered whisper-like sounds as The Red approaches. Add rare random close-range jump-scare overlays when the monster is within about 22 meters: briefly flash a stylized red monster face/body with glowing eyes, dark mouth, pale teeth, ribs, long arms, and claws over the screen, accompanied by a harsh stinger. On capture, play a stronger final jump scare with a scream and a larger red/black monster overlay, then show the loss screen. The initial screen should be a nearly black forest-horror title screen with a large glowing dark-red “THE RED” heading, descriptive text explaining that something is behind the player and that they must survive 60 seconds, a bordered control list, a red gradient RUN button, and a small headphones-advised message. After victory show a pale “YOU SURVIVED” message with “The forest grows quiet. For now.” and a Run Again button. After capture show a pulsing red “IT FOUND YOU” message with a grim explanation and a Try Again button. Support Enter/Space to start or restart. Keep the overall art direction low-poly, oppressive, dark woodland horror with strong red accents and no weapons or combat: the only strategies are running, looking back, and hiding.