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Arcade › Yellow Static

Yellow Static

  • 3d
  • first-person
  • exploration
  • horror
  • dreamcore
  • liminal
  • procedural
  • endless
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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. Matyi Plokker-Tatrai 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 Matyi Plokker-Tatrai what you would add next.

Make your own game

Yellow Static was built by Matyi Plokker-Tatrai 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.

Create a first-person 3D exploration game titled “Yellow Static,” presented as unsettling recovered-footage / dreamcore maze footage. Use Three.js or an equivalent real-time 3D engine with a perspective camera (about 74° FOV) and a very dark, warm brown-black environment. The player is an invisible first-person explorer starting at approximately (0, 1.7, 0), with mouse look and WASD movement, SHIFT to run, and SPACE to jump; on mobile provide a left virtual stick for movement and dragging on the right side to look. Use collision against the maze walls and gravity, with a modest head-bob while moving. There are no visible enemies, weapons, health, score, collectibles, or explicit win condition: the core experience is freely drifting through an endless, procedurally streamed maze of identical liminal rooms and corridors.

Build the world from a grid of square tiles, each roughly 6 by 6 world units. Every tile has a dark ochre/brown floor, a low-contrast yellow-brown ceiling around 3.4 units high, and four possible walls. Deterministically generate openings between neighboring tiles using a coordinate hash, while ensuring the starting row/column has some connectivity. Stream a square neighborhood around the player (about 9 tiles in each direction, roughly a 4-tile range) and remove tiles that are far behind the player, so exploration appears endless. Update the HUD sector readout from the current tile coordinates, formatted as zero-padded coordinates such as “SECTOR 000,000.” Each room should feel sparse and repetitive: include thin dark brown trim strips near the base of the walls and one small rectangular fluorescent ceiling light per tile, with slight deterministic positional variation. Very occasionally add a narrow freestanding or offset wall/panel inside a tile to create a liminal obstruction, but keep the space mostly empty.

Lighting and atmosphere are essential. Use dim hemisphere ambient light, a warm pale-yellow directional “moon” light casting long soft shadows, and two warm orange/yellow point lights that follow the player and flicker irregularly. Apply exponential brown fog, dark ambient shading, physically rough non-metallic materials, ACES-style filmic tone mapping, and a strong dark vignette. Floors should be muted #6f6044-like brown, walls muted mustard/olive yellow-brown around #b0a059, ceiling slightly darker yellow-brown, trim dark ochre, and ceiling fixtures pale cream with a warm emissive glow. The scene should be nearly black at distance, with subtle warm pools of light and visible shadowed planes. Add a full-screen animated monochrome grain/noise overlay that jitters rapidly, like analog tape/static.

Before gameplay, show a black recovered-tape introduction overlay. It should have a blinking red REC indicator in the upper left, a timecode in the upper right, and centered archival text: “ARCHIVE 07 / RECOVERED TAPE”, the large title “YELLOW STATIC”, and “The camera was found running. / There was no exit on the floor plan.” Include a bordered button labeled “ENTER THE RECORDING.” Automatically fade the intro into gameplay after roughly 8.5 seconds, and also dismiss it immediately when the player clicks the button or presses Escape/Enter. During the intro, show a very slow, subtly trembling camera move toward the first dim room.

During gameplay overlay a restrained HUD: upper-left text “YELLOW STATIC // DREAMCORE MAZE” in widely spaced serif capitals, upper-right “SECTOR 000,000” with the live tile coordinate, and bottom-left monospaced controls text: “WASD to drift · mouse to look · SHIFT to run · SPACE to jump” followed by “mobile: left stick to move · drag to look.” Use pale desaturated yellow/cream text with low opacity and text shadows. Keep the HUD non-interactive, and preserve the claustrophobic first-person composition: mostly dark walls and floor, ceiling lights appearing as small floating horizontal cream bars, and occasional angular openings or wall planes emerging through the fog. Make the game responsive to desktop and mobile aspect ratios, with the mobile movement stick visible as a translucent circular control near the lower-right/side as supplied by the control system.

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