Skip to content

Arcade › Thresholds

Thresholds

  • 3d
  • first-person
  • survival
  • exploration
  • liminal
  • backrooms
  • procedural
  • horror
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. adamipou built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Thresholds yet. Play it, then tell adamipou what you would add next.

Make your own game

Thresholds was built by adamipou 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 Thresholds 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 Thresholds

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 liminal-survival exploration game titled “Thresholds.” Use a dark, atmospheric WebGL-style presentation with a full-screen first-person camera, small white crosshair, subtle fog, colored environmental lighting, and a minimal translucent HUD. Begin with a centered dark rounded introduction card titled THRESHOLDS, subtitle: “An original liminal survival expedition across eleven unstable levels. Explore the generated structure, collect the quota, return to the elevator, and listen for what moves behind the walls.” Show control pills for WASD move, Mouse look, Shift run, Space jump, and E interact / collect / deposit, plus a button labeled “Enter Level 0.”

The core loop is: enter a procedurally generated unstable level, explore a branching grid-like maze of connected square rooms/corridors, find glowing collectible objects, carry them back to the central elevator, and press E to deposit them. The HUD at top left displays the current level name and description, “Quota: collected/required,” “Carrying: count,” and the instruction “Find the glowing objects. Bring them to the elevator and press E.” The top-right HUD displays the current enemy/entity type and a random “Run ######” seed. Items should be small floating/glowing cube-like objects in alternating warm gold and cyan colors. Pressing E near one collects it, hides it, increments Carrying, and shows a notice such as “Object collected — return to the elevator.” Pressing E near the central elevator deposits all carried objects and updates the quota. The elevator remains locked until the quota is met; once unlocked, tint its door green and show “ELEVATOR UNLOCKED — press E again to descend.” Pressing E again at the unlocked elevator advances to the next level and generates a new random seed and layout. Completing all eleven levels shows a centered end card titled “Threshold reached” with the message: “You crossed all eleven thresholds. The elevator stops at a floor that is not on the building plans.” and a “Restart expedition” button.

Implement eleven sequential level themes with distinct color palettes, fog, lighting, room spacing, room counts, quotas, descriptions, and entity names: Level 0 — Yellow Maze (“sagging fluorescent maze,” yellow/tan floor and walls, warm lights, Bacteria); Level 1 — Storage / Industrial (“abandoned storage and loading bays,” gray industrial palette, Skin Stealer); Level 2 — Maintenance Tunnels (“endless service corridors,” dark teal/gray, Hound); Level 3 — Electrical Station (“transformers and live cable galleries,” blue-violet palette, Smiler); Level 4 — Empty Offices (“cubicles, conference rooms, no staff,” pale gray office palette, Faceling); Level 5 — Abandoned Hotel (“faded carpet and locked rooms,” brown/red palette, Captain Clark); Level 6 — Darkness (“lightless corridors with moving echoes,” nearly black palette, Smiler); Level 7 — Flooded Ocean (“shallow water and impossible horizons,” deep blue/teal palette, Drowned Watcher); Level 8 — Giant Cave (“vast chambers under stone,” brown stone palette, Bacteria); Level 9 — Dark Suburbs (“empty streets beneath a dead sky,” dark gray/blue palette, Hound); and Level Fun — Party Rooms (“bright colors, wrong smiles, no exit signs,” magenta/orange party palette, Party Goer). Use randomized quotas within the level-specific ranges and randomized item placements, entity spawns, and events each run.

Generate each level as a random connected collection of square cells starting from cell 0,0, with perimeter walls around open cells, a low ceiling over each cell, occasional square columns, and ceiling light fixtures. Include a central elevator structure at the origin: a dark metallic box approximately 4.5 by 4.2 by 4.5 units, with a metallic front door and a glowing header above it. Place quota+3 collectible objects among non-central open cells. On the industrial and electrical levels, add scattered industrial machine props. Keep the environment simple and geometric, emphasizing repetitive architecture, empty space, fog, fluorescent or colored lighting, and a slightly uncanny Backrooms/liminal mood rather than detailed decoration.

Add one or two roaming monster entities per level, using a tall alien-like animated creature model or equivalent stylized humanoid monster. In the Darkness level, use one entity and make it initially invisible. Entities wander around home areas, occasionally choose nearby targets, detect the player within a level-dependent range, then chase the player at increased speed. After losing sight they search briefly and return to wandering. A close chase encounter should show “The entity found you. Run.” and reposition the player a short random distance rather than using a conventional health bar. Include random ambient events every roughly 18–36 seconds: lights flicker with “The lights flicker. Something moved nearby.”, a distant scream, a door opening far away, approaching footsteps that stop, or “The floor plan shifts behind you.” Pair these with sparse synthesized hum, metallic, scream, dark, party, or other tonal sounds where appropriate.

Use FPS controls: WASD movement, mouse/pointer-lock camera look, Shift running, Space jumping, gravity and collision against maze walls/ground, and E interaction. Include a small central crosshair. If the player falls below the level, return them to the elevator with a notice: “You slipped through reality and were returned to the elevator.” Keep the interface dark charcoal with off-white text, muted gray secondary text, warm yellow accent text, rounded translucent panels, thin light borders, and a warm pale-yellow primary button. The game should feel like a replayable single-player procedural prototype: no weapons, no explicit health/lives HUD, and progression is entirely based on collecting and depositing the required quota before descending through the elevator.

More free browser games

Browse the whole Arcade →