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Whispers in Greyhall

  • 3d
  • first-person
  • horror
  • stealth
  • exploration
  • survival
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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. Nayan Kumar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Whispers in Greyhall yet. Play it, then tell Nayan Kumar what you would add next.

Make your own game

Whispers in Greyhall was built by Nayan Kumar 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 Whispers in Greyhall 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 Whispers in Greyhall

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 stealth-horror exploration game titled “Whispers in Greyhall,” set inside a dark, foggy mansion. Use a Three.js-style perspective camera with mouse-look and pointer lock, a small central crosshair, and a flashlight/spotlight illuminating the otherwise near-black blue-gray environment. Build a rectangular mansion shell with outer walls and a central north-south hallway, four side rooms, and openings from the hallway into the rooms: Bedroom in the northwest, Kitchen in the northeast, Living Room in the southwest, and Storage in the southeast. Include a front door at the far south end of the hallway. The environment should be low-poly and subdued, using rough dark gray walls and floors, brown wood, muted blue-gray cloth, and dim cool lighting with fog and a strong vignette. Furnish the rooms with the specific visible gameplay geometry: a bed and closet-like hiding spot in the Bedroom, a table with four legs and a pantry hiding spot in the Kitchen, a sofa, coffee table, and curtain hiding spot in the Living Room, crates and an alcove hiding spot in Storage, plus a couple of wooden benches in the hallway. Place four glowing gold keys, one in each room; they are small ring-and-stem key models and disappear when collected.

The goal is to find all four room keys, then return to the front door and press E to escape. Start with a full-screen dark translucent title/instruction overlay showing “WHISPERS IN GREYHALL,” the premise that four keys are hidden in the mansion and the player must stay quiet and reach the front door before the thing in the halls finds them, and a prominent “ENTER THE MANSION” button. Show controls on this overlay: WASD move, Mouse look, Shift sprint, Ctrl crouch quietly, E hide/interact, Esc release mouse, and a small headphones-recommended note. Clicking the button begins the game and locks the mouse.

Implement WASD movement with collision against walls and furniture. Normal movement is moderate speed; holding Shift provides a faster sprint but drains a 0–100 stamina meter, while stamina regenerates when not sprinting. Holding Ctrl makes movement slow and quiet. The player can collect a nearby key automatically by approaching it, with a short synthesized confirmation sound. When close to one of four wooden hiding spots, show a bottom-center prompt “PRESS E TO HIDE”; E moves the player into the hiding spot, lowers the camera, and hides them from the enemy. While hiding, show “PRESS E TO LEAVE HIDING SPOT.”

Add a translucent pale teal floating ghost enemy with a rounded body, veil-like cone lower body, and one red eye. It begins patrolling among the rooms and hallway, choosing patrol targets. If it has line of sight to the non-hidden player within a limited range, switch to a chase state and move substantially faster toward the player; breaking line of sight for several seconds returns it to patrol. A red light should appear near the ghost during a chase. Display a top-center red warning that changes to “RUN — IT SEES YOU” when the ghost sees the player and “STAY QUIET” while the player is hidden during a chase. If the ghost reaches the exposed player, end the game with a dark overlay titled “THE MANSION KEEPS YOU,” explanatory text, and a “TRY AGAIN” button. Use a low ambient drone and heartbeat-like synthesized sounds that intensify as the ghost approaches, plus brief tones for interactions.

Include a small companion character that follows the player: a simple muted brown capsule-like figure with a warm lamp/glowing head light. If the companion is in the same room as the ghost and nearby, make it panic and run toward the nearest hiding spot, while showing “IT’S HERE — HIDE!” If the ghost reaches the companion, remove the companion and update the status to “Your companion is gone. Keep moving.” The companion is not invincible, as emphasized on the title screen.

HUD styling should be sparse, cinematic, and dark: top-left translucent panel with “Keys 0 / 4,” a horizontal stamina bar that shifts from cool teal to pale yellow, and a status line. Initially say “Find the four room keys.” During play identify the current room (Bedroom, Kitchen, Living Room, Storage, or Hallway); after all keys say “All keys found. Reach the front door.” Add a small central white crosshair, a bottom-center translucent interaction prompt, a top-center red alert, cool dim lighting, fog, and radial black vignette. After collecting all four keys, approaching the front door should show “PRESS E AT THE FRONT DOOR”; pressing E inside the door area wins and displays a full-screen overlay titled “YOU ESCAPED,” with text that the front door opens and cold morning air replaces the whispering dark, plus a “PLAY AGAIN” button. Keep the overall visual tone minimal, tense, monochrome blue-gray, with warm gold keys and lamp, red danger accents, and no combat system.

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