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Arcade › The Vampire Condition
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Miguel Holley built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about The Vampire Condition yet. Play it, then tell Miguel Holley what you would add next.
The Vampire Condition was built by Miguel Holley 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 Vampire Condition 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.
Recreate a browser-based 3D third-person gothic action-adventure prototype titled “THE VAMPIRE CONDITION.” Use a dark cinematic presentation with a near-black navy background, heavy fog, moonlit blue-gray lighting, deep burgundy accent lights, soft shadows, vignette, and a restrained gothic color palette. The game opens on a full-screen German main menu over the dark atmospheric background. Center a large cream serif title split across three lines: “THE / VAMPIRE / CONDITION,” with the subtitle: “In der nebligen Stadt Hollowmere beginnt Seraphinas Suche nach der Wahrheit — und nach dem Preis der Unsterblichkeit.” Add a prominent burgundy gradient button labeled “NEUE GESCHICHTE BEGINNEN.” Beneath it, show menu cards for “Hauptstory — FORTSETZEN / NEUES SPIEL,” “Karte — HOLLOWMERE ERKUNDEN,” “Charaktere — FREISCHALTUNGEN,” “DLC — DREI KAPITEL,” and “Einstellungen.” Keep the UI in German, using elegant Georgia/Times-like serif headings and compact uppercase sans-serif labels. When the player starts, hide the menu and enter a navigable third-person 3D environment. The player character is Seraphina Valmont, represented by a casual female animated humanoid model. Place her at approximately (0, 0, 8), with the camera following behind her at a third-person distance of about 6 units. Support WASD/arrow movement, Shift sprint, Space jump, and a touch joystick on mobile; movement speed is approximately 4.2, with jumping and gravity. The character turns to face her movement direction. Use a perspective camera and smooth animated idle character motion. Build Hollowmere as an open, simple foggy night clearing. Use a large dark gray ground plane, a line of rectangular cobblestone path sections leading forward, and dense exponential atmospheric fog. Surround the area with scattered stylized dead trees. At the far end, create a ruined chapel landmark: two tall side walls, a back wall, a lintel, a dark wooden door, ruined stone pillars around it, and several simple grave markers in front. Add a glowing red cylindrical “BloodMoonShrine”/seal near the chapel, around (0, 1.2, -17.3), using an emissive dark crimson material and red point lighting. Add a warm light near the shrine and cold blue moonlight from above. Place Stefan Salvatore, a male animated humanoid NPC, around (2, 0, -5), facing toward the play area. Display a translucent dark HUD after starting. At upper left show “AKTIVE MISSION” and the current objective; at upper right show “SERAPHINA VALMONT” and her current state. Initially show: mission “Erreiche die verlassene Kapelle,” subtext “Folge dem roten Leuchten im Nebel.” and state “Mensch · Erkundung.” Dynamically append “in Bewegung” while moving. Hide the interaction button until the player is close to Stefan or the shrine. When close to an interactable, show a centered bottom button whose label is “Mit Stefan sprechen” near Stefan or “Siegel untersuchen” near the shrine. Also support the E key for interaction. Implement this exact three-stage prologue progression. Stage 1: the player travels toward the chapel and can approach Stefan. Interacting with Stefan opens a bottom dialogue panel with his name and these exact sequential lines, advanced with a “Weiter” button: Stefan Salvatore: “Du bist nicht zufällig hier. Diese Stadt zieht Menschen an, die zu viele Fragen stellen.”; Seraphina Valmont: “Dann stelle ich die richtige Frage: Was ist unter dieser Kapelle verborgen?”; Stefan Salvatore: “Eine Erinnerung. Und vielleicht der Anfang deiner Verwandlung.” After the final line, close the dialogue, show a toast “Neue Mission: Untersuche das Siegel,” and change the HUD to mission “Untersuche das Siegel” with subtext “Etwas hat auf deinen Namen gewartet.” Stage 2: approaching and interacting with the red shrine/seal changes the player state to vampire, advances to Stage 3, increases the red rim light intensity, and shows the toast “Die Bedingung erwacht — Vampirfähigkeiten freigeschaltet.” Update the HUD to mission “Fliehe aus Hollowmere,” subtext “Die Nacht hat dich verändert.” and state “Vampir · Blutrausch bereit.” Stage 3 has no combat system or enemies: preserve the exploration goal and, if the player interacts again, show the hint toast “Vampirblick: Halte Shift zum Sprinten und Space zum Springen.” While the vampire is moving, slightly reduce fog density to make the atmosphere feel clearer; otherwise use the denser fog. Include functional menu panels. The Hauptstory panel should explain in German that Seraphina’s first case begins in Hollowmere and that this playable prologue leads to the abandoned chapel and first meeting with Stefan, with buttons to start the prologue, save, and load. The Karte panel should show a simple stylized Hollowmere map with markers for the start, chapel, and Stefan. The Charaktere panel should list Seraphina Valmont as available (Mensch/Vampir), and Stefan Salvatore, Damon Salvatore, and Katherine Vespera as locked. The DLC panel should show three locked chapters associated with those characters. The Einstellungen panel should show filmic/performance graphics choices, a volume slider, German language and subtitles enabled, and the control summary. Implement local save/load storing the player x/z position, current mission, and vampire state; Escape may save. Keep the game focused on quiet atmospheric exploration, dialogue, and the transformation trigger rather than adding enemies, combat, inventory, health, weapons, or unshown mechanics.