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Until the End

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  • 3d
  • survival-horror
  • third-person
  • single-player
  • low-poly
  • atmospheric

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 ASH KNOX, 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

Until the End was built by ASH KNOX 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 Until the End 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 Until the End

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 “Until the End, Together,” a single-player, third-person low-poly survival-horror game set at 02:17 AM in Greyhaven on Vesper Island. Create a dark, moonlit abandoned village along a long, narrow cracked road, surrounded by dead grass, sparse conifer silhouettes, and dense green-gray fog. Place a few simple abandoned row houses along the road: boxy muted gray-green walls, steep dark roofs, dimly glowing windows, and wooden doors. A chapel/relay-like landmark with a bell tower stands in the distance near the radio cabin. Use restrained charcoal, forest-green, and cold gray colors, directional moonlight, soft shadows, atmospheric haze, and subtle scanlines. The opening screen is a cinematic drifting view of the road and two survivors, darkened by a black translucent gradient on the left. Overlay large condensed pale lettering reading “UNTIL THE END” with “TOGETHER” beneath it, the serif tagline “TWO HEARTS. ONE NIGHTMARE. NO WAY OUT.” and a vertical list of understated left-bordered buttons: NEW GAME, CONTINUE, MULTIPLAYER, CHAPTERS, SETTINGS, EXIT. Include a small location/time and short survival-horror description below. On starting the playable Chapter 1, control Elias Ward, a male survivor, with Mara Venn, a female survivor companion, nearby. Use third-person follow camera by default, with a Q key toggle to first-person; in first-person hide the player model while keeping the companion visible. Move with WASD, sprint with Shift, crouch with Ctrl, jump with Space, interact with E, toggle the flashlight with F, and pause with Escape. Also show compact touch buttons for LIGHT, USE, and VIEW. The level objective is to find three ceramic radio fuses, then activate the radio cabin door/tower at the far end of the road. Place the collectible fuses around the village/forest edge, including near a house and roadside; each is a small warm brass-colored rectangular object encircled by a subtle pale ring. When close, show an interaction prompt such as “E TAKE CERAMIC FUSE”; collecting one increments the fuse count, removes it from the world, and updates the objective and pack status. Before all three are collected, the cabin displays a locked prompt and interaction notice explaining that three fuses are needed. Once all three are held, interaction at the cabin completes Chapter 1 with a “RADIO ONLINE” notice saying the signal answers with a voice that knows both survivors’ names, and offers checkpoint saving. Include a stalking dark humanoid enemy called The Watcher, initially near the cabin; it paces in the fog until the player approaches, then pursues the player. At close range it stops and inflicts periodic damage. The player has a 100-point health meter and stamina meter; moving drains stamina, sprinting drains it faster, and resting restores it. At zero health show a “LOST IN THE FOG” defeat notice and a TRY AGAIN option. A visible flashlight beam can be switched on/off. The HUD should stay minimal and cinematic: top-left location “VESPER ISLAND · GREYHAVEN” with red health and pale-green stamina bars, top-center/right chapter label “CHAPTER 1 / 5,” a right-side objective and fuse count, bottom-left control guide, a centered contextual interaction prompt, and bottom-right flashlight and pack/fuse status. Escape opens a dark pause panel with resume and save-checkpoint choices; progress may be saved/restored locally. The menu's multiplayer option should clearly explain online co-op is unavailable in this single-player preview, and Chapters should identify Chapter 1—Greyhaven as playable while Saint Marrow, The Signal Station, Blackwood Forest, and The Hollow remain locked. Settings explains the controls and that audio/visual settings are not yet available. Preserve the sparse, bleak presentation and avoid adding weapons, combat systems, invented story events, or extra playable content.

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