Skip to content

Arcade › Yellow Static

Yellow Static

  • 3d
  • first-person
  • horror
  • maze
  • stealth
  • survival
  • atmospheric
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Qurbonov Bexruz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Yellow Static yet. Play it, then tell Qurbonov Bexruz what you would add next.

Make your own game

Yellow Static was built by Qurbonov Bexruz 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.

Read the build brief for Yellow Static

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.

Recreate a browser-based first-person horror maze game titled “YELLOW STATIC,” with a dark, muted yellow/sepia visual identity and minimal cinematic HUD. Use a first-person perspective with mouse-look/pointer lock on desktop and support the visible mobile touch buttons. The player starts inside a large enclosed 56-by-56-unit procedural-looking square building at roughly eye height, surrounded by a 4.4-unit-high ceiling and walls. The floor is a rough olive-brown carpet, the walls are mustard/gold and slightly varied in tone, and the ceiling is pale yellow. Build a grid-like maze of thick internal mustard walls: repeated vertical and horizontal wall segments form corridors and rooms, with an open route toward the north end. Add small pale glowing rectangular ceiling light panels throughout the grid; make their emissive brightness flicker irregularly so the unreliable lighting is part of the atmosphere. Use strong fog in a warm brown/yellow tone, a dark background, shadowed corners, a vignette, and restrained ambient/directional lighting. The player carries a warm pale-yellow cone flashlight in the direction of view. It begins on, illuminates a limited range, and can be toggled with F or the round F touch button; drain a flashlight battery over time, draining much more quickly while on and disabling the flashlight at empty. Show the battery as a thin horizontal bar at bottom-left, initially full.

The goal is explicitly sequential. Begin with a centered intro panel over the dark game view: title “YELLOW STATIC” in widely spaced pale yellow capitals; text “A procedural first-person horror slice. The building is larger than it looks. The lights are not reliable.” and “Find the key, open the red service door, and escape before the search pattern finds you.”; and a gold “ENTER THE MAZE” button. At the top-left show “YELLOW STATIC” and smaller “SECTOR 07”; at top-right show the objective “Find the brass key.” In the bottom center show “WASD to move · Shift to run · Space to jump · F flashlight · E interact.” Put a tiny center reticle, dark translucent hint panel, inset black vignette, battery bar, and bottom-right circular F and E touch buttons. Start with Enter or the button, hide the intro, and lock the pointer. Movement is WASD, Shift runs, Space jumps, F toggles the flashlight, and E interacts; the E touch button performs the same interaction.

Place a small brass key on a low square pedestal in the far southeast area of the maze, around (17,17). The key is a small metallic gold rectangular object. When the player is close enough and presses E, hide the key, mark it found, and change the objective to “Key found — reach the red service door”; briefly display the hint “Something cold moved behind you.” At the far north end, centered around x=0 and z=-28, create a red/dark maroon metal service door with two side frame pieces. It remains locked and visible until the key has been found. Once the player carrying the key reaches the door area and presses E, remove/open the door and show a centered ending panel titled “OUTSIDE,” with the text “The rain is real. The silence isn’t.” and a “RESTART” button; change the bottom hint to “You made it out.”

Include one translucent, cold blue-gray animated humanoid zombie/ghost searcher, initially somewhere toward the far side of the building (around 20,0,-18). It should cast shadows but be semi-transparent, with a faint blue-gray emissive tint. Give it idle, walking, and attack/run animation states if available. It uses a simple distance-based search/chase pattern rather than a combat system: when within 16 units it notices the player, walks toward them, moves faster when closer, and switches to attack/run animation within about 4 units; when not detecting the player, it wanders/rotates and periodically relocates to a random nearby position around the player, creating the impression of a search pattern. If it comes within about 1.7 units, intensify the fog into a brief static-like visibility disturbance, pulse the low ambient hum, show “DON’T LOOK BEHIND YOU,” and optionally provide a short vibration on supported devices. There is no weapon, health meter, or explicit death mechanic visible; focus on pursuit, tension, fog, light, and audio.

Use a low, ominous ambient hum that starts after entering the maze and briefly swells when the ghost gets very close. Add subtle movement/footstep hint messages occasionally while walking, such as “The carpet shifted.”, then restore the standard controls hint. Maintain a dark, sparse horror UI with pale cream text, gold borders, translucent near-black panels, and no extra HUD elements beyond the objective, reticle, hints, flashlight battery, and touch buttons. On completion, permit restart back to the intro/game state.

More free browser games

Browse the whole Arcade →