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NECROS

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

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

Make your own game

NECROS was built by pendar 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 NECROS 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 NECROS

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 survival-horror exploration game titled "Whisperwood". The player wakes at the edge of a very dark dead forest and must investigate an abandoned research facility, restore power, uncover the experiment’s records, and escape. Use a low-poly, blocky 3D visual style with extremely dim blue-green nighttime lighting, heavy exponential fog, a black sky/background, stark silhouettes of cube-like trees, and a strong circular flashlight beam. The forest should lead into a connected industrial complex with concrete, rusted metal, dark walls, corridors, security office, research laboratory, and underground tunnel. Include simple environmental signs/labels such as FACTORY, RESEARCH, SECURITY, and LOWER LEVEL, conveyors, shelves, pipes, machines with dim red glowing panels, monitors, and tunnel ceiling lights.

Use an immersive FPS camera with a small pale crosshair at screen center. Controls: WASD movement, mouse look, Shift to sprint, Ctrl to crouch, E to interact, F to toggle the flashlight, and Esc to pause. Sprint drains stamina and stamina regenerates when not sprinting. The flashlight is initially on, illuminates the world with a bright pale cone, and steadily drains a battery meter; when battery reaches zero it switches off. Crouching reduces the camera height and should make hiding easier. The player has health, stamina, and flashlight/battery HUD bars in the upper-right. Show the game title in spaced uppercase at upper-left, the current flashlight percentage and state, a bottom-left objective panel, interaction prompts near the lower center, and a fear warning near the top center when the creature is chasing or nearby. Keep the interface minimalist, muted gray-green, and vignetted around the edges.

The main enemy is a tall stylized alien/monster called the Reflection, initially roaming around the facility and forest. It follows a patrol route through the underground area, generator room, laboratory, security office, and factory. It can see the player only when not hiding, within a limited distance and forward-facing field of view; the flashlight and sprinting make the player noisy and can cause it to investigate. When it sees the player it chases, then searches the last seen location before returning to patrol. It moves slowly while patrolling, faster while investigating/chasing, and damages the player continuously at close range. Provide a locker hiding mechanic: E toggles hiding inside a locker, suppressing detection, and E leaves cover. If health reaches zero, show a dark overlay reading "SIGNAL LOST" with a message that the subject found you and buttons to restart from the last checkpoint or return to the main menu. Play a looping eerie ambient sound after user input.

Build the map and progression as follows. Start the player in the forest at the initial position, facing a factory checkpoint door. The first objective is to find a way out of the initial room/forest area. The factory checkpoint is locked until the player finds a keycard in the security office. Place two collectible batteries (one in the forest and one in the security area), three fuses distributed around the facility, and the keycard in the security office. Batteries increase flashlight charge, and fuses are counted in the inventory. Once inside, let the player use the security console; it explains that three fuses are missing and gives the lower access code 0417. Find all three fuses and use them at the generator in the lower facility to restore power and unlock/open the laboratory seal. The player must explore the laboratory and read the research notes, then read the access-code document/shift log and use the code 0417 at the security/lower access progression to enter the underground section. In the underground area, find and read the final recording, which reveals the unsettling identity/reflection story, then reach and open the emergency forest exit. The final recording advances the objective to the forest exit; opening the exit completes the escape ending. Locked doors should provide modal messages explaining requirements (security access, power, code, or exit power).

Include readable modal overlays for documents and recordings, including content like: the shift log says the lower access code is 0417 and the subject is in the walls; the research record identifies Subject E-09 and connects its neural pattern to the player; another recording warns not to trust cameras and says the creature remembers the person who taught it to walk; and the final recording says the player asked for their memory to be erased and thought the creature was their brother, ending with the claim that it was their reflection. Include checkpoints and local save/continue behavior, with restart checkpoint restoring position, health, stamina, battery, inventory, power, and door progression. The game should begin with a main menu offering New Game, Continue, Settings, and Credits, plus a story introduction. Add pause, settings for graphics quality, mouse sensitivity, audio volume, and fullscreen, and a credits panel. The overall mood should be oppressive, quiet, mysterious, and investigative rather than action-focused, with sparse low-poly geometry, deep shadows, rust-red industrial accents, pale flashlight illumination, and barely visible forest silhouettes.

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