Arcade › Yellow Static
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Albert Brownlee built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Yellow Static yet. Play it, then tell Albert Brownlee what you would add next.
Yellow Static was built by Albert Brownlee 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 Yellow Static 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.
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 survival maze game titled "Yellow Static". Use a dark, unsettling Backrooms-like presentation with a yellow/sepia palette. The game opens with a full-screen translucent dark overlay and centered bordered panel: large uppercase yellow title "YELLOW STATIC"; the line "The walls repeat. The lights hum. Something heard you arrive."; control instructions "WASD / Arrows to move · Mouse to look · Space to jump · Shift to run" plus a mobile hint about a left-stick movement control, drag-to-look, and jump button; and a yellow button labeled "ENTER THE BACKROOMS". Starting the game hides this panel and enters mouse-look first-person play. Build a large square procedural maze on a 29-by-29 cell grid, with cells about 3.2 world units wide. Generate the maze by carving passages from near the top-left, with occasional extra openings, leaving a connected network of corridors and walls. Place the player in the passage at approximately the first interior cell (world position one cell in from the corner), with an eye/camera height around 1.05. The player can walk with WASD or arrow keys, look around with the mouse, jump with Space, and run while holding Shift; on mobile support the movement stick, drag look, and jump button. Use collision-aware FPS movement through the maze. The environment consists of a floor, ceiling, and many solid square wall blocks. Make the walls and floor muted mustard yellow/tan, with rough surfaces, a low ceiling, and deep shadowy corridors. Add small pale fluorescent tube-like rectangular light fixtures in many open cells in a repeating pattern. Give them a warm yellow emissive glow. Use dim hemisphere and directional lighting, a localized warm point light that follows the player, fog that obscures distant maze sections, and a very dark brown-black background. Include occasional dark rectangular shadow/alcove shapes in open cells for depth, but do not add visible combat or collectible systems. A tall, nearly black capsule-shaped entity with two tiny bright red glowing eyes begins at the far opposite interior corner of the maze. It continuously hunts the player at a slow speed of roughly 1.35 world units per second. Each update, have it determine its current maze cell and use a grid pathfinding route through open cells toward the player's cell, moving one cell at a time and facing the player. If it gets within about 1.35 world units, end the run: stop gameplay, release pointer lock, and show a centered dark game-over overlay with reddish accent border, heading "IT FOUND YOU", text "The maze keeps your footsteps.", and a button "RUN IT AGAIN" that reloads/restarts the game. During play, show a minimal fixed HUD over the 3D view. At the top, display left-aligned uppercase text "SECTOR 01 // FIND THE EXIT", a center/right signal readout such as "SIGNAL: 12.4m" representing the distance to the pursuing entity, and a timer at the far right starting at "00:00" and counting upward. Place a tiny outlined crosshair at screen center. Add a strong dark radial vignette around the edges and subtle horizontal scanline/noise texture to create the static/analog-horror feel. The visual style should be sparse, ominous, low-light, warm yellow fluorescent interior with red eyes as the main contrasting color. There is no implemented success/exit interaction visible in the source behavior, so preserve the endless hunt and caught state rather than inventing a win screen.