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Uzbek Backrooms

  • 3d
  • first-person
  • exploration
  • horror
  • backrooms
  • maze
0
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How to play

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

Discussion

Nobody has said anything about Uzbek Backrooms yet. Play it, then tell Erkinbou Toʻravoniy what you would add next.

Make your own game

Uzbek Backrooms was built by Erkinbou Toʻravoniy 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 Uzbek Backrooms 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 Uzbek Backrooms

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 exploration game titled “Uzbek Backrooms.” Start on a full-screen atmospheric menu rather than immediately in gameplay. The menu uses a nearly black, olive-brown radial-gradient background with a dim glow near the center, centered gold/yellow typography reading “UZBEK BACKROOMS,” the subtitle “Level 0 · The Yellow Halls,” and two outlined dark-gold buttons: “START” and “GUIDE.” Use a restrained monochrome palette of mustard yellow, ochre, olive-brown, black, and aged cream, with a retro monospace/typewriter-like font, wide letter spacing, soft text glow, and rounded rectangular buttons. The Guide button opens a centered dark translucent panel titled “How to Survive,” explaining the controls and atmospheric premise; include a Back button to close it.

When Start is clicked, hide the menu and enter a Three.js-style first-person 3D scene. The player is an invisible FPS camera/rig at eye height around 1.6 units inside a large procedurally generated maze of “yellow halls.” Build a 23-by-23 cell layout with 4-unit cells and walls about 3.2 units high: generate a mostly grid-like maze with corridors carved at odd coordinates, random neighboring openings, and several random 3x3 open areas, plus an open starting area around the player. Surround the navigable area with solid wall cells. Use collision-aware FPS movement so the player cannot pass through walls.

The environment should be an eerie, empty Backrooms-like interior: mustard/gold rough plaster walls, a damp ochre-brown carpet floor with visible procedural speckled/noise texture, and a pale yellow-beige ceiling. The floor and ceiling span the maze bounds. Keep the scene very dark overall: use a nearly black-purple background and exponential fog, only faint low-intensity ambient light, and make the flashlight the main source of illumination. Walls should cast and receive shadows. There are no visible enemies, collectibles, score, health, timer, exit, or win condition implemented; the core experience is simply walking and looking through the randomly generated halls.

Give the player a held flashlight visible at the lower-right/front of the camera: a small dark metallic cylindrical handle with a slightly larger head and glowing warm cream lens. It starts switched ON when gameplay begins. Add a warm white/yellow spotlight from the camera, with shadows, initially using a broad/wide cone, moderate falloff, and range around 22 units. Press F to toggle the flashlight on/off; update both the HUD text and flashlight icon between ON and OFF, and make the handheld lens stop glowing when off. Press E to switch between WIDE and NARROW beam: wide is a broad cone (roughly 32 degrees, soft penumbra, range 22), while narrow is a tighter cone (roughly 15 degrees, sharper penumbra, range 30). Animate a very subtle handheld flashlight sway/bob and slight lens flicker while it is on.

Use FPS mouse look and keyboard movement. Support W/A/S/D and arrow keys for movement, mouse for looking, Shift held for running with a faster movement multiplier, and Space for jumping with gravity. The player movement should feel like a standard first-person controller with collision against the maze walls and floor. After starting, show a small unobtrusive HUD at bottom-left on a translucent black panel in muted gold text: “F Flashlight ON/OFF,” “E Beam: WIDE/NARROW,” and “Shift Run · Space Jump,” with keycaps outlined in aged gold. At bottom-right, show a flashlight icon and its ON/OFF state in gold. Keep the presentation cinematic and sparse, with fog and darkness obscuring distant corridors and no crosshair or additional gameplay overlays.

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