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Winter Bedroom

  • 3d
  • first-person
  • walking-sim
  • exploration
  • atmospheric
  • horror
  • room-inspection
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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. Violet Springs built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Winter Bedroom yet. Play it, then tell Violet Springs what you would add next.

Make your own game

Winter Bedroom was built by Violet Springs 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 Winter Bedroom 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 Winter Bedroom

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 room-inspection game titled "Winter Bedroom". The player stands inside a small, cramped, severely aged children's bedroom, with free-look FPS controls and no combat, score, inventory, enemies, or explicit win condition. Use a perspective camera with a muted gray background/fog and a dark, cinematic winter atmosphere. Controls: WASD or arrow keys move at a slow walking speed, mouse looks around, and support touch dragging on mobile. Show a bottom-center translucent dark instruction box with serif text: "WASD / arrows to move · mouse to look · Space to jump · drag on mobile". Space may be listed in the hint, but the implementation is an inspection walk-through with gravity disabled and jump speed zero, so the player remains at a fixed standing height rather than platforming or jumping.

Build the room at approximately 3.05 units wide, 3.65 units deep, and 2.45 units high. Use a first-person starting position near the front center, looking toward the back wall. The room should feel photorealistic-but-low-poly and grimy: old dark brown individual floorboards with gaps, scratches, worn patches, dust, and a slightly warped board; yellow-gray plaster walls; a dirty ceiling; soft shadows; subtle gray fog; and cold blue daylight from the window balanced by a very weak warm ceiling/lamp tint. Use rough, heavily speckled procedural textures with stains and streaks rather than clean surfaces.

On the back wall, make a real window opening slightly left of center, framed with worn dark wood. It has cold blue-gray dirty cracked glass, condensation streaks, a faded curtain hanging on the right, snow and a muddy strip visible outside, and several bare dark tree trunks/branches. Add water damage, dark green mold patches and flecks, hairline cracks, grime, and peeling paint around the walls and window. On the right back wall place a small dirty rectangular mirror in a worn wooden frame, with visible cracks in its gray reflective surface. Beneath/near it, scatter old children's clothing in muted green-brown tones on the floor, two damaged brown shoes, and a broken cream-colored comb with separate teeth. Hang an oversized dark green-brown winter jacket on a wall hook above this clutter, with a broad body, drooping sleeves, and a contrasting worn collar.

Place two low mattresses on the floor: a larger mattress on the left, oriented lengthwise into the room, with a faded blue worn blanket and a yellowed lumpy pillow; and a smaller mattress on the right with a thin faded brown blanket and similar pillow. Both mattresses should be flattened, stained, rumpled-looking rounded forms. Between/near their head areas, place a small worn wooden nightstand with softened edges, a cabinet and drawer, and a dark top. On top are a broken lamp with a metal base, thin stem, and crooked stained lampshade, a cracked family photograph, and a handleless cup with a dark visible interior. Show sewing-related clutter around the partly shadowed drawer gap: loose thread spools/threads, a broken hair tie, pencil, and button.

Put an old stuffed rabbit on the right mattress: a small sewn gray-beige cloth rabbit with rounded body and head, two mismatched/bent ears, a loose black eye, stitched dark nose, and a faded repair patch on its belly. Keep the scene sparse and claustrophobic, with all props visibly worn, stained, dusty, and slightly imperfect. Use a fixed four-light feeling: cool directional daylight from the window, dim cool ambient fill, weak warm overhead light, and faint lamp-colored fill. Enable soft shadows, ambient occlusion-like contact shading, rough materials, mild filmic tone mapping, and gray-blue fog that makes the back of the room recede. The intended experience is simply walking around and inspecting this melancholy winter bedroom in first person.

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