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Vault Whisper

  • 3d
  • first-person
  • stealth
  • arcade
  • collectathon
  • low-poly
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. nikodalton17 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Vault Whisper yet. Play it, then tell nikodalton17 what you would add next.

Make your own game

Vault Whisper was built by nikodalton17 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 Vault Whisper 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 Vault Whisper

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 compact first-person 3D stealth game titled “Vault Whisper.” The player is a low-poly thief inside a dim, enclosed square vault room, viewed through an FPS camera at head height. Use a very dark blue-black background and fog, subdued ambient lighting, simple low-poly geometry, hard-edged walls, and bright emissive cyan collectibles.

Build a 14-by-14 unit square room with dark blue-gray floor and four dark walls, approximately 3.2 units high. Place five substantial cover pillars: four cylindrical blue-gray pillars at roughly (-3.2,-2.6), (3.2,-2.6), (-3.2,2.6), and (3.2,2.6), plus one at the center. Add four dark blue-gray one-unit crates around the room at approximately (-1.6,4.4), (1.8,-4.2), (4.4,1.6), and (-4.4,-1.6). These obstacles block player movement and also block the guard’s line of sight, so the player can hide behind them.

Start the player near the south side of the room at world position (0, 0, 5.2), with a 1.65-unit camera/head height. Provide WASD movement relative to the player’s mouse-controlled facing direction. Clicking the canvas locks the mouse pointer; mouse movement rotates yaw and pitch, with pitch clamped so the camera cannot flip. Shift temporarily increases movement speed from about 2.4 to 3.35. Escape unlocks the mouse. Use a small collision radius and push the player away from pillars/crates and keep them inside the room bounds.

Place exactly six floating cyan-blue octahedron gems, each around 0.16 units wide, at the room perimeter: (-5.2,-4.6), (5.2,-4.6), (-5.2,4.6), (5.2,4.6), (0,-5.2), and (0,5.2), raised to about 1.05 units. Make each gem slowly rotate and bob vertically, with a strong cyan emissive glow. The player must press E while within about 0.75 units of a gem to collect it; hide it immediately and play a short collectible tone. Pressing E without a nearby gem may play a brief low feedback tone. Display a top-right HUD panel reading “Gems: collected/6” and “Status: Sneaking.”

At the north wall, centered at approximately (0,0,-6.6), construct a dark locked exit door about 2.2 units wide and 2.4 units tall, with a rectangular floor pad in front of it. The door starts blue-gray and locked. Once all six gems are collected, turn the door green with a subtle green emissive glow and play a short confirmation tone. The player wins by stepping onto the pad/in the narrow area immediately in front of the unlocked door. Stop gameplay, change the HUD status to “Escaped,” and show a centered dark overlay with the result text “YOU WIN,” accompanied by a three-note ascending win jingle.

Implement the guard as a small red glowing sphere/body at about 1.7 units high that patrols continuously around a circular route centered in the room, with radius about 3.8 units and a slow period controlled by approximately 0.25 turns per second. Attach a bright warm-white/yellow spotlight to the guard. The spotlight should have roughly 16-unit range and a 22-degree cone, visibly illuminating the dark room. Its target should rotate as it patrols, with a slight changing offset, so the guard’s visible light cone sweeps across the vault. Also render the cone as a translucent pale amber volumetric-looking cone to make the danger direction clearly visible. The guard itself can remain a simple red sphere rather than a humanoid.

Stealth detection must use the camera/head position, not the player’s feet: if the head is within the spotlight range and inside its cone, and a ray from the guard light to the head does not hit any static wall, pillar, crate, or other cover geometry, trigger detection. On detection, change status to “Spotted!”, intensify/pulse the visible cone, and play an alarm synth note plus a short noise burst. After approximately 1.1 seconds, reset the entire run: return the player to the starting point, restore all six gems, relock the exit, clear the alarm, remove any win state, and return status to “Sneaking.” The guard should continue patrolling.

Use a minimal HUD over the game: the title “VAULT WHISPER” in uppercase near the top-left; a rounded, nearly black translucent panel with a thin dark border at the top-right containing the gem count and status; and a rounded translucent instruction panel near the bottom-left. The instruction panel should state: “VR: Left stick move · Right stick snap turn · Grip to grab” on one line, “Desktop: WASD move · Mouse look (click) · E grab · R” on the next, “restart” beneath or wrapping as needed, and “Stay out of the light cone – use pillars as cover.” Keep the overall presentation sparse, dark, and atmospheric with pale gray-white UI text, blue-black vault materials, bright cyan gems, a warm spotlight, and no unnecessary decorative elements. Include Tone.js-style synthesized audio for collecting gems, alarms, unlocking, and winning. Ensure the game is playable with the desktop controls described; the VR wording may remain as instructional HUD text but desktop behavior is the required implementation.”

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