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The House That Knows You (fork)

Some houses hide secrets. This one watches you. Explore a nightmare-filled house, solve disturbing mysteries, evade the Broodmother and the Resident, and survive the things crawling in the dark. Every sound could be a warning. Every shadow could be alive. Will you escape?

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Forked from The House That Knows YouUpdated Oct 12, 2026
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THE HOUSE THAT KNOWS YOU — COMPLETE 3D HORROR GAME

Create a complete, playable, first-person 3D psychological survival horror game titled The House That Knows You. Do not create just a demo, a short corridor, a static scene, or a level that ends immediately. Build a complete game with functioning mechanics, an explorable environment, a real monster AI, multiple objectives, and a proper ending.

1. GAME SETTINGS

  • Platform: Desktop PC, playable in a web browser.
  • Perspective: First-person 3D.
  • Controls: WASD to move, mouse to look around, Shift to sprint, C to crouch, E to interact, F to use a flashlight, and Escape to pause.
  • Include a main menu with Play, Settings, and Quit or Return to Menu.
  • Add a pause menu, a restart option, and a game-over screen.
  • Use mouse pointer locking while playing, with sensible handling when the player pauses.
  • Support multiplayer co-op if the platform genuinely supports networking. Players should be able to join the same session and explore together. If real multiplayer is unsupported, finish the single-player game properly rather than displaying fake multiplayer functionality.

2. THE STORY

The player wakes up inside an enormous, isolated house during a storm. They do not remember entering it. The doors are locked, the electricity is failing, and strange noises come from rooms that should be empty.

The house appears to know personal details about the player. Notes appear in unexpected places, lights change when the player looks away, and rooms contain clues to a disturbing history.

The goal is to investigate the house, discover what happened there, survive the creature inside, and escape.

Tell the story through environmental details, readable notes, recordings, visual events, and discoveries. Do not reveal the entire story at the beginning.

3. THE HOUSE AND ENVIRONMENT

Build a connected, fully explorable 3D house with at least 12 distinct areas:

  1. Entrance hall
  2. Living room
  3. Kitchen
  4. Dining room
  5. Basement
  6. Storage room
  7. Main hallway
  8. Bedroom one
  9. Bedroom two
  10. Bathroom
  11. Attic
  12. Secret room and final exit

Add locked doors, hiding places, furniture, cupboards, keys, drawers, photographs, readable notes, environmental storytelling, and hidden passages.

Rooms must connect logically. The player must be able to walk through doorways without getting stuck. The environment must have proper collision so the player cannot walk through walls, furniture, or closed doors.

Make the house feel large, isolated, old, and unsettling. Include rain outside, occasional thunder, flickering lights, shadows, dust, creaking floors, and distant sounds.

4. THE MONSTER

Create a real, visible, frightening 3D creature known as THE RESIDENT.

The monster must:

  • Have a distinct, unsettling appearance and animations.
  • Patrol the house when it cannot detect the player.
  • Hear running, dropped objects, and other loud noises.
  • Detect the player through reasonable line-of-sight checks.
  • Chase the player when it discovers them.
  • Search the last known location when the player escapes its sight.
  • Investigate noises and check nearby rooms.
  • Lose track of the player when they hide successfully, unless it has a justified reason to investigate their hiding place.
  • Attack the player when it catches them, triggering a game-over screen.
  • Return to patrol after an unsuccessful search.
  • Have functioning pathfinding and avoid getting stuck in walls or repeatedly walking into furniture.

The monster must not remain motionless or simply stand in one location. It must actively search for and hunt the player.

Include occasional distant sightings and unsettling sounds before the first full encounter. Make the monster frightening through suspense, unpredictable appearances, movement, sound, and lighting rather than constant jumpscares.

Do not make the monster instantly appear directly in front of the player without warning.

5. PLAYER SURVIVAL

Implement:

  • Walking, sprinting, and crouching.
  • A stamina system that drains while sprinting and recovers while resting.
  • A working flashlight with limited battery.
  • A battery indicator and collectible replacement batteries.
  • Hiding in suitable wardrobes or under beds.
  • A basic health or capture system.
  • Clear feedback when the player makes noise or attracts the monster.
  • Functional interaction prompts.
  • Sensible movement speed and smooth mouse sensitivity.

The player must be able to escape the monster through smart movement, hiding, and using the environment.

6. OBJECTIVES AND PUZZLES

Create a sequence of connected objectives that takes approximately 30–60 minutes to complete on a first playthrough.

Objective sequence:

  1. Wake up and find a flashlight.
  2. Explore the entrance hall and discover the first note.
  3. Find the key to unlock the main hallway.
  4. Search the bedrooms for clues and a basement key.
  5. Enter the basement and restore the house's power.
  6. Discover evidence explaining the history of the house.
  7. Find a combination code hidden across several notes.
  8. Unlock the storage room and retrieve a special key.
  9. Reach the attic while avoiding the monster.
  10. Discover the truth about THE RESIDENT.
  11. Find the final key and unlock the secret room.
  12. Complete the final objective and escape the house.

Use multiple puzzle types, including finding keys, entering codes, matching symbols, restoring power, and discovering clues in different rooms.

Track objective completion. Do not allow the game to finish just because the player walks through one doorway. The ending must require the important objectives to be completed.

Provide a journal or objective tracker so the player can remember clues and their next task.

7. HORROR ATMOSPHERE

Implement a dynamic lighting system with:

  • Flickering lamps.
  • Flashlight illumination.
  • Deep but navigable shadows.
  • Occasional power failures.
  • Distant footsteps.
  • Creaking doors and floors.
  • Unexplained knocking.
  • Whispers and distorted environmental audio.
  • Thunder and rain outside.
  • Sounds that change depending on the monster's distance.
  • Occasional environmental events that occur behind the player.

Use original or platform-provided sounds and assets. Do not rely on copyrighted music.

Build tension gradually. Give the player quiet moments between encounters. Make exploration feel dangerous even when the monster is not visible.

8. MONSTER DIFFICULTY

Include three difficulty settings:

  • Easy: slower monster, more hiding opportunities, longer reaction time.
  • Normal: balanced monster speed, hearing, and detection.
  • Nightmare: more persistent searches, better detection, and fewer safe opportunities.

The monster must still follow the same functioning AI logic on every difficulty.

9. USER INTERFACE

Include:

  • Main menu and title screen.
  • Crosshair or interaction indicator.
  • Context-sensitive interaction prompts.
  • Stamina display.
  • Flashlight battery display.
  • Current objective.
  • Journal and discovered clues.
  • Pause menu and settings.
  • Audio and mouse-sensitivity settings.
  • Game-over and restart screens.
  • Victory screen after escaping.

Keep the interface readable and unobtrusive. Avoid covering the whole screen with menus during gameplay.

10. ENDING

Create a final sequence that reveals why the house knows the player.

After solving the final puzzle, the player must confront the truth about THE RESIDENT and unlock the exit. The monster should become more dangerous during the final objective.

Provide a complete ending scene, credits or a short conclusion, and an option to return to the main menu or replay.

Do not end the game prematurely. The victory screen must only appear after the player completes the final objective and reaches the actual exit.

11. PERFORMANCE AND TECHNICAL REQUIREMENTS

This section is extremely important.

  • Generate a working game, not just a visual mock-up.
  • Keep the frame rate smooth on ordinary desktop hardware.
  • Use optimized 3D models, textures, lighting, shadows, and audio.
  • Use simple geometry and efficient materials when detailed assets would cause lag.
  • Avoid unnecessarily large textures, excessive real-time lights, and expensive visual effects.
  • Use stable frame-rate-independent movement and physics.
  • Implement reliable collision detection, door interactions, pathfinding, object collection, puzzle logic, and objective tracking.
  • Ensure every required asset loads correctly.
  • Avoid undefined variables, missing references, invalid object states, and unhandled runtime errors.
  • Handle restarting, pausing, and changing scenes without breaking the game.
  • Make sure the player cannot get trapped permanently behind a door or inside geometry.
  • Do not leave unfinished placeholder objects, broken doors, missing monster models, or objectives that cannot be completed.
  • Do not claim that a feature works unless it is actually implemented.

12. DEVELOPMENT PRIORITIES

Build the game in this order:

  1. A complete navigable house with functional first-person movement and collision.
  2. A functioning monster with patrol, detection, chase, search, and attack behaviors.
  3. Working doors, keys, inventory, puzzles, and objective progression.
  4. A complete beginning, middle, and ending.
  5. Horror audio, lighting, atmosphere, and visual polish.
  6. Multiplayer networking only if the platform supports genuine multiplayer.

Test the complete gameplay loop before adding expensive effects. Fix runtime errors that prevent play. Keep the project organized and ensure all systems work together.

FINAL REQUIREMENT: Deliver a genuinely playable 3D horror survival game called The House That Knows You. It must have a substantial explorable house, a working monster that hunts the player, meaningful objectives, multiple puzzles, a survival system, atmospheric horror, and a complete ending. Prioritize working gameplay over promises, decorative features, or a short proof-of-concept level. ## 13. ENDLESS NIGHTMARE MODE

Add a separate, fully playable Endless Nightmare mode to The House That Knows You. Include a game-mode selection screen with Story Mode and Endless Nightmare.

ENDLESS NIGHTMARE GAMEPLAY:

  • The objective is to survive for as long as possible inside an ever-expanding, terrifying house.
  • Generate new connected rooms dynamically as the player explores. Use reusable room layouts and randomized room connections rather than generating expensive new 3D assets continuously.
  • Include bedrooms, corridors, storage rooms, basements, abandoned offices, secret rooms, and occasional rare rooms with valuable supplies.
  • Randomize room layouts, door connections, lighting conditions, keys, batteries, hiding places, and collectible clues.
  • Keep rooms connected and navigable. Never generate impossible doorways, blocked routes, or inaccessible required items.
  • Introduce THE RESIDENT after a short safe starting period. The monster actively patrols, investigates sounds, hunts the player, and searches for hiding players.
  • Gradually increase difficulty as survival time increases. Increase monster persistence, detection range, and encounter frequency in controlled steps. Do not make the monster impossibly fast.
  • Add occasional temporary safe rooms, but never guarantee complete safety indefinitely.
  • Include collectible batteries, healing supplies if the game uses health, and useful items distributed throughout the house.
  • Track survival time, rooms explored, clues discovered, and monster encounters.
  • Display the current depth or floor number, such as Floor 1, Floor 2, Floor 3, and onward without a fixed maximum.
  • Every five floors, introduce a harder encounter, a special room, or a new environmental challenge.
  • Add rare events, locked shortcuts, optional puzzles, and randomized environmental scares to keep repeated runs interesting.
  • If the player is caught, end the run and show the survival time, highest floor reached, rooms explored, and a Restart button.
  • Allow the player to start a completely new randomized run.
  • Save the best survival time and highest floor reached locally if the platform supports persistent storage.
  • Make Endless Nightmare playable offline after the game loads, if technically supported. Do not require a real multiplayer server for single-player endless mode.
  • Optimize procedural generation. Reuse and unload distant rooms, avoid memory leaks, and maintain smooth performance.
  • The house must continue generating new playable rooms as long as the player survives. Do not stop at Floor 12 or any other arbitrary maximum.
  • Endless mode must have no planned final floor. It ends only when the player loses or voluntarily leaves.

Ensure Story Mode and Endless Nightmare use the same functioning player controls, monster AI, collision, interaction systems, and horror atmosphere. Do not break Story Mode when adding Endless Nightmare. ## 14. MULTIPLAYER CO-OP SURVIVAL

Add a genuine online multiplayer cooperative mode to The House That Knows You.

GAME MODES

Include three options in the main menu:

  1. Story Mode — play the complete single-player horror story.
  2. Endless Nightmare — survive endlessly increasing floors alone.
  3. Multiplayer Co-op — team up with friends to survive together.

MULTIPLAYER LOBBY

  • Allow a player to create a private lobby and invite friends using a room code if the platform supports it.
  • Allow other players to join using the room code.
  • Support 2–4 players per session.
  • Show each player's name and connection status in the lobby.
  • Include a Ready button and a Start Game button for the host.
  • Allow the host to select Story Mode or Endless Nightmare.
  • Handle players joining, leaving, disconnecting, and reconnecting gracefully.

SHARED GAMEPLAY

  • Every player has their own first-person camera and can move independently.
  • Synchronize player positions, rotations, animations, interactions, collected items, opened doors, puzzle progress, and important game events.
  • All players in a session must experience the same house, monster, objectives, and game progression.
  • Ensure keys and puzzle items work correctly for the whole team.
  • Let players communicate through text chat if supported. Do not require voice chat.
  • Display teammate names and positions when appropriate, without revealing the monster's location automatically.
  • Prevent duplicate item collection and conflicting puzzle states.

MULTIPLAYER MONSTER AI

  • THE RESIDENT must be able to detect, investigate, chase, and capture any player.
  • Make the monster select targets intelligently rather than always chasing the host.
  • Let the monster investigate noise made by individual players.
  • If players split up, the monster can hunt different players according to its AI.
  • Synchronize monster position, animation, target behavior, attacks, and major scares across the session.
  • When a player is caught, show a spectator mode or a temporary captured state while other teammates continue playing.
  • Allow teammates to rescue captured players if the game rules support it.
  • End the run only when the entire team has been defeated or the shared objective has been completed.

MULTIPLAYER ENDLESS NIGHTMARE

  • Support endless procedural room generation shared by all players.
  • Generate each room once for the session so every player sees the same layout.
  • Keep room generation, floor progression, random events, supplies, and difficulty synchronized.
  • Increase the monster's difficulty as the team progresses.
  • Track the team's highest floor, survival time, and rooms explored.
  • Ensure the endless house continues generating playable rooms without a predetermined final floor.

TECHNICAL REQUIREMENTS

  • Use genuine multiplayer networking supported by the platform, such as its supported multiplayer service or networking framework.
  • Use a shared authoritative game state for important actions, item collection, monster behavior, and progression.
  • Synchronize gameplay reliably and handle network latency.
  • Prevent players from spawning inside walls, monsters, or other players.
  • Provide clear error messages if multiplayer servers are unavailable.
  • Never present a local single-player simulation as genuine online multiplayer.
  • If the platform cannot support online networking, keep all existing game modes functional and clearly identify multiplayer as unsupported rather than creating a fake lobby.

Prioritize a working two-player session before expanding to four players. Test joining, movement synchronization, monster encounters, shared puzzles, player capture, disconnects, and restarting a session.

Multiplayer must integrate with the existing game systems without breaking Story Mode or Endless Nightmare. # THE HOUSE THAT KNOWS YOU

COMPLETE 3D PSYCHOLOGICAL HORROR GAME — FULL GAME SPECIFICATION

Create a complete, playable, first-person 3D psychological survival horror game titled THE HOUSE THAT KNOWS YOU.

This must be a real interactive game, not a static scene, a visual mockup, a short corridor, or a demo that ends after a few minutes.

The game must include:

  • A complete Story Mode with a beginning, middle, and ending.
  • An Endless Nightmare survival mode with procedurally generated rooms.
  • Online Multiplayer Co-op for 2–4 players, if supported.
  • Optional proximity voice chat, if supported.
  • A terrifying monster with functional AI.
  • A large, explorable house with multiple connected areas.
  • Puzzles, keys, locked doors, hiding places, inventory, and objectives.
  • Atmospheric sound, lighting, environmental events, and monster encounters.
  • Main menus, settings, pause screens, game-over screens, and victory screens.
  • Performance optimization, reliable controls, collision, and error handling.

Prioritize functioning gameplay over decorative features. Do not claim that a feature works unless it has actually been implemented and tested.


1. PLATFORM AND GAME CONTROLS

Platform: Desktop PC.

Presentation: First-person 3D.

The game should run in a desktop web browser if supported by the platform.

Implement these controls:

  • W, A, S, D: Move.
  • Mouse: Look around.
  • Shift: Sprint.
  • C: Crouch.
  • E: Interact with objects and doors.
  • F: Toggle flashlight.
  • G: Drop a carried item if dropping is supported.
  • J: Open the journal and objective list.
  • Tab: Open inventory.
  • Escape: Pause the game.
  • V: Push-to-talk in multiplayer when voice chat is enabled.

Allow players to customize mouse sensitivity, audio volume, and supported controls.

Use smooth, frame-rate-independent movement. Lock the mouse pointer during gameplay and release it when the player opens a menu.

Include controller support only if the platform supports it reliably.

Prevent the player from walking through walls, falling through floors, getting stuck in furniture, or moving through closed doors.

Make all important controls discoverable through an in-game help menu.


2. MAIN MENU AND GAME MODES

Create a polished but unsettling title screen showing the exterior of a dark, isolated house during a storm.

Display the title:

THE HOUSE THAT KNOWS YOU

Main menu options:

  1. Story Mode
  2. Endless Nightmare
  3. Multiplayer Co-op
  4. Settings
  5. Credits
  6. Return to Game, when a saved session exists.

Use atmospheric background audio, distant thunder, subtle lighting changes, and occasional environmental movement.

Do not let title-screen effects interfere with the menu or cause performance problems.

The game-mode selection screen must clearly explain the difference between Story Mode, Endless Nightmare, and Multiplayer Co-op.

If a game mode cannot be implemented because of platform limitations, clearly identify that limitation rather than showing a nonfunctional button.


3. STORY AND ATMOSPHERE

The player wakes up in a strange house in the middle of a storm.

They cannot remember how they arrived.

The entrance is locked. The electricity is unreliable. The house seems abandoned, yet someone or something appears to be watching.

The player discovers photographs, letters, recordings, symbols, and other clues suggesting that the house knows things about them that it should not know.

Some rooms seem different when revisited. Objects appear to have moved. Footsteps can be heard in distant hallways, even when nobody is visible.

As the player investigates, they discover the history of the house and the identity of the creature known as THE RESIDENT.

The story should gradually reveal that the house is connected to a disturbing event from the past.

Do not explain everything at the beginning.

Use environmental storytelling, readable notes, optional discoveries, sound cues, visual events, and dialogue where appropriate.

Create suspense through uncertainty, exploration, and the possibility of danger.

The story must have a coherent conclusion. The player should understand the major mysteries by the end, even if some smaller details remain unexplained.


4. THE HOUSE: ENVIRONMENT DESIGN

Create a substantial, interconnected, explorable house.

Include at least 12 distinct major areas:

  1. Entrance Hall
  2. Living Room
  3. Kitchen
  4. Dining Room
  5. Main Hallway
  6. First Bedroom
  7. Second Bedroom
  8. Bathroom
  9. Storage Room
  10. Basement
  11. Attic
  12. Secret Room

Expand these areas with additional corridors, closets, utility spaces, optional rooms, and hidden passages where possible.

Each room should have a distinct appearance, purpose, atmosphere, and set of interactable objects.

Include:

  • Functional doors and door handles.
  • Locked doors and keys.
  • Drawers and cupboards.
  • Furniture with proper collision.
  • Hiding places.
  • Collectible clues.
  • Flashlight batteries.
  • Environmental puzzles.
  • Photographs and old documents.
  • Light switches and electrical panels.
  • Hidden objects and optional secrets.
  • Windows showing the storm outside.
  • Occasional visual anomalies.

Rooms must connect logically. Do not create impossible layouts or place required items inside inaccessible geometry.

Use readable interaction prompts when the player looks at an interactable object.

Doors should open and close smoothly. Locked doors must display a useful message explaining that a key or another requirement is needed.

Include occasional changes to the environment when rooms are revisited, but never change the layout in a way that makes required objectives impossible to complete.


5. THE RESIDENT: MAIN MONSTER AI

Create a frightening, recognizable, fully modeled 3D creature called THE RESIDENT.

It must be a real gameplay threat, not a stationary model or a decorative jumpscare.

Give it a disturbing silhouette, unsettling animations, believable movement, and recognizable audio cues.

The monster must implement the following states:

Patrol

The creature wanders between selected rooms and patrol points.

Its movement should feel unpredictable but remain believable.

It should sometimes stop, listen, inspect objects, or look down a corridor.

Hearing

The creature can investigate sounds produced by gameplay, including sprinting, opening noisy doors, dropping objects, and other defined sound events.

Louder actions should attract its attention from farther away.

Quiet movement should be less likely to attract it.

Detection

The monster can detect the player through a reasonable combination of distance, line of sight, lighting, and noise.

It must not automatically know the player's exact location through walls.

Chase

When the monster detects a player, it actively pursues them using reliable pathfinding.

It must navigate doorways and corridors and avoid getting permanently stuck on furniture or walls.

Search

When the player escapes the monster's sight, the creature investigates the player's last known position.

It searches nearby rooms and possible hiding places before eventually returning to patrol if it cannot find anyone.

Attack

When the monster reaches a vulnerable player, trigger a capture or attack event and show the appropriate game-over or captured-player interface.

Use suspenseful audio and visual effects without excessive graphic violence.

Recovery

After an unsuccessful chase, the monster should return to its normal behaviors.

Avoid teleporting the monster directly in front of the player as a substitute for functioning AI.

The monster should be able to surprise players through movement, investigation, and environmental positioning.

Use sensible AI update intervals to avoid unnecessary performance costs.


6. PLAYER SURVIVAL SYSTEMS

Implement a functional survival system.

Movement and stamina

The player can walk, sprint, and crouch.

Sprinting drains stamina. Resting restores it.

The player cannot sprint indefinitely.

Flashlight

Provide a working flashlight with:

  • Toggle controls.
  • Visible illumination.
  • A battery indicator.
  • Limited battery life.
  • Collectible replacement batteries.
  • Optional flickering when the battery is low.

The flashlight should illuminate nearby objects without requiring expensive real-time lighting everywhere.

Hiding

Allow the player to hide inside designated wardrobes, cupboards, or under suitable beds.

When hiding, the player should become less visible to the monster.

The monster may investigate a hiding place if it has a valid reason to suspect someone is there.

Provide an exit control so the player can leave a hiding place.

Health and capture

Use a simple health or capture system.

If the player is caught, trigger a clear capture animation or game-over sequence.

Avoid making damage unavoidable.

Inventory

Allow players to collect and carry keys, batteries, clues, and quest items.

Display collected items clearly.

Prevent players from collecting the same unique item repeatedly when that item is intended to exist only once.


7. STORY MODE: OBJECTIVES AND PROGRESSION

Story Mode should take approximately 30–60 minutes for a first-time player, depending on exploration and puzzle difficulty.

Create the following objective sequence:

Chapter 1: The Awakening

The player wakes up inside the entrance hall.

They must find a flashlight, learn the controls, and discover the first note.

Chapter 2: The Locked Hallway

The player explores the living room and kitchen, finds a key, and unlocks the main hallway.

Introduce distant sounds suggesting that something is moving in the house.

Chapter 3: The Bedrooms

Search both bedrooms for documents, clues, and a basement key.

The player should experience their first serious monster encounter.

Chapter 4: Beneath the House

Enter the basement, restore power, and investigate the source of the strange noises.

Include a puzzle involving electrical switches or symbols.

Chapter 5: The Hidden History

Discover documents and recordings explaining the history of the house.

Reveal information about the creature without explaining its entire origin.

Chapter 6: The Combination

Find a combination code hidden across multiple clues.

Use the code to unlock a storage room.

Chapter 7: The Attic

Explore the attic while the monster becomes more active.

Discover an important clue revealing the connection between the house and THE RESIDENT.

Chapter 8: The Secret Room

Collect the necessary items and solve the final puzzle.

Unlock the secret room and reveal the central truth behind the house.

Chapter 9: The Escape

Complete the final objective, obtain the exit key, and reach the real exit.

Trigger a complete ending sequence.

The victory screen must only appear after the player completes the required objectives and actually escapes.

Do not let the player win simply by walking through an ordinary doorway.

Track objective completion reliably and prevent softlocks.

Include a journal that records discovered clues and displays the current objective.


8. ENDLESS NIGHTMARE MODE

Create a separate, fully playable Endless Nightmare mode.

The objective is to survive for as long as possible in an ever-expanding, procedurally generated house.

There must be no predetermined final floor.

Procedural rooms

Generate new connected rooms as the player explores.

Use reusable room templates and randomized connections rather than continuously generating expensive new assets.

Include:

  • Corridors.
  • Bedrooms.
  • Storage rooms.
  • Basements.
  • Abandoned offices.
  • Utility rooms.
  • Secret rooms.
  • Rare supply rooms.
  • Special challenge rooms.
  • Unusual rooms containing clues or environmental events.

Randomize appropriate room layouts, door connections, lighting, collectible items, hiding places, and environmental events.

Every generated room must have valid geometry, collision, entrances, exits, and navigation.

Never generate required items inside inaccessible areas.

Endless progression

Display a floor counter that continues increasing:

Floor 1, Floor 2, Floor 3, and onward.

Do not impose a maximum floor number.

Generate additional playable rooms as the player advances.

Increasing difficulty

Gradually increase the challenge based on the player's progress.

Increase monster persistence, hearing sensitivity, and search frequency in controlled increments.

Avoid sudden difficulty spikes that make survival impossible.

Every five floors, introduce a special encounter, a more dangerous room, or a new environmental challenge.

Supplies

Provide batteries, useful items, optional healing supplies, and rare resources.

Make supplies valuable but not guaranteed.

Score

Track:

  • Survival time.
  • Highest floor reached.
  • Rooms explored.
  • Clues discovered.
  • Monster encounters.
  • Optional challenges completed.

When the player is caught, show a results screen with the statistics and a Restart button.

Allow the player to start a new randomized run.

Save the best score and highest floor locally if persistent storage is supported.

Endless mode should end only when the player loses or voluntarily leaves.

Performance

Reuse room assets and unload distant rooms when safe.

Preserve nearby rooms and the player's return route where needed.

Avoid unbounded memory growth and repeated creation of unnecessary objects.

Keep procedural generation compatible with collision, monster navigation, and multiplayer synchronization when that mode is supported.


9. MULTIPLAYER CO-OP

Implement genuine online multiplayer for 2–4 players if the platform supports the required networking.

Do not simulate online multiplayer by merely placing multiple characters in the same local scene.

Lobby

Provide:

  • Create Private Lobby.
  • Join Using Room Code.
  • Player names.
  • Connection status.
  • Ready indicators.
  • Host controls.
  • Start Game.
  • Leave Lobby.

The host should be able to select Story Mode or Endless Nightmare.

Start with reliable two-player multiplayer before expanding to four players.

Player synchronization

Each player must have an independent first-person camera and movement controls.

Synchronize:

  • Player positions and rotations.
  • Movement and relevant animations.
  • Interactions.
  • Door states.
  • Collected items.
  • Puzzle progression.
  • Monster behavior.
  • Capture and recovery events.
  • Objective progression.
  • Floor generation in Endless Nightmare.

All players must experience the same shared world.

Prevent duplicate collection, conflicting puzzle states, and inconsistent door states.

Team survival

Players should be able to explore together or split up.

Allow the monster to target different players according to its AI.

A player who is caught should enter a spectator or captured state while teammates can continue playing.

If supported, allow teammates to rescue captured players by completing an objective or interacting with the capture location.

End a cooperative run when all players are defeated or the shared objective is completed.

Connection reliability

Handle players disconnecting, reconnecting, joining late where supported, and leaving the session.

Display clear errors if a server or networking service is unavailable.

Do not advertise a working multiplayer feature until a real connection between separate devices or browsers has been tested.

If the platform cannot support online networking, keep the single-player modes playable and clearly indicate that online multiplayer is unavailable.


10. OPTIONAL PROXIMITY VOICE CHAT

Implement proximity-based voice chat in Multiplayer Co-op only if the platform provides genuine microphone access and the necessary networking support.

Voice chat must be optional. Players who disable it must still be able to play.

Proximity audio

Players should hear nearby teammates more clearly than distant teammates.

As teammates move farther away, their voices should gradually become quieter.

When teammates are too far away, their voices should no longer be audible through proximity chat.

Use a reasonable maximum voice distance and avoid abrupt volume changes.

Controls

  • V: Push-to-talk by default.
  • Optional toggle-to-talk setting if supported.
  • Visible microphone activity indicator.
  • Mute self.
  • Mute individual teammates.
  • Voice volume slider.
  • Enable or disable proximity chat.
  • Text chat as an alternative.

Provide a clear microphone-permission explanation before requesting access.

Do not activate a microphone unexpectedly or transmit audio when the player has disabled voice chat.

Horror integration

The monster should react to defined in-game actions and sounds.

Real microphone speech must NOT automatically reveal a player's location to the monster by default.

If an optional voice-attraction mechanic is implemented, make it clearly explained, explicitly opt-in, and controllable in the settings.

Do not secretly record or store voice conversations.

Do not save voice recordings.

If voice chat is unavailable, the game must remain fully playable using text chat or no communication.

Technical requirements

Use the platform's supported voice or WebRTC networking solution if available.

Handle microphone permissions, muted players, audio-device failures, and connection loss gracefully.

Do not create fake voice indicators that imply audio is being transmitted when it is not.

Test voice communication between two separate clients before describing the feature as functional.


11. HORROR AUDIO AND ENVIRONMENTAL EVENTS

Create an original horror soundscape.

Include:

  • Rain outside.
  • Distant thunder.
  • Creaking wood.
  • Footsteps in nearby and distant rooms.
  • Knocking behind doors.
  • Subtle whispers.
  • Low environmental ambience.
  • Door opening and closing sounds.
  • Monster breathing or vocalizations.
  • Flashlight and electrical sounds.
  • Distinct sounds when the monster detects or loses a player.
  • Audio cues for nearby teammates in multiplayer.
  • Silence used deliberately to build tension.

Randomize appropriate environmental events.

Some events should be harmless atmospheric scares. Others may warn the player of danger.

Do not trigger jumpscares continuously.

Use positional audio when supported so players can estimate where sounds originate.

Do not use copyrighted music or sound recordings without permission.

Provide independent volume controls for ambience, effects, and voice chat.


12. PUZZLES AND INTERACTIONS

Include multiple puzzle types:

  • Finding keys.
  • Matching symbols.
  • Discovering hidden numbers.
  • Entering combination codes.
  • Restoring electricity.
  • Finding and arranging clues.
  • Unlocking hidden passages.
  • Activating mechanisms.
  • Finding items in optional rooms.

Puzzle solutions must be discoverable through in-game clues.

Display appropriate feedback when an interaction succeeds or fails.

Prevent puzzles from becoming impossible due to randomly generated room layouts or missing items.

In multiplayer, puzzle states must synchronize correctly across all players.

Do not allow one player to complete an objective locally while the rest of the session remains stuck.


13. DIFFICULTY AND ACCESSIBILITY

Include three difficulty settings.

Easy

The monster is slower, searches for less time, and provides more opportunities to escape.

Supplies are more common.

Normal

Balanced monster behavior, supplies, and puzzle difficulty.

Nightmare

The monster is more persistent and detects careless movement more easily.

Supplies are less common.

Do not make Nightmare difficulty impossible.

Also include settings for mouse sensitivity, sound volume, voice chat, subtitles for important audio cues where supported, and screen brightness.

Make essential objectives understandable without removing the horror atmosphere.


14. USER INTERFACE

Create a consistent interface for all modes.

Include:

  • Main menu.
  • Game-mode selection.
  • Settings.
  • Lobby and room-code interface.
  • Player names and teammate status.
  • Crosshair or interaction indicator.
  • Stamina display.
  • Flashlight battery display.
  • Current objective.
  • Journal and clue collection.
  • Inventory.
  • Pause menu.
  • Game-over screen.
  • Endless run statistics.
  • Story victory screen.
  • Multiplayer connection status.
  • Microphone and mute indicators when voice chat is available.

Keep the interface readable and unobtrusive.

Do not display debug information to the player during normal gameplay.

Provide clear feedback for failed interactions, missing keys, unavailable features, and connection errors.


15. STORY ENDING AND REPLAYABILITY

The story ending must reveal the central mystery of the house and provide a satisfying conclusion.

Make the ending dependent on completing the required objectives.

Include a final encounter with THE RESIDENT, a final puzzle, and a real escape sequence.

After the ending, allow the player to return to the main menu.

Provide replayability through optional clues, alternate environmental events, collectible secrets, and difficulty settings.

Endless Nightmare should remain available after completing Story Mode.

Multiplayer, if supported, should let friends replay the available modes together.

Do not force the player to restart the entire game when returning to the main menu.


16. PERFORMANCE OPTIMIZATION

This is a critical requirement.

The game must prioritize smooth and stable gameplay on ordinary desktop PCs.

Use:

  • Optimized 3D models.
  • Reasonable texture sizes.
  • Efficient materials.
  • Limited expensive real-time lights.
  • Sensible shadow quality.
  • Reusable room assets.
  • Efficient collision geometry.
  • Controlled particle effects.
  • Efficient monster AI updates.
  • Frame-rate-independent movement.
  • Proper disposal of unused resources.

Avoid generating huge amounts of geometry or unnecessary visual effects.

Keep the number of active lights, physics objects, audio sources, and AI calculations under control.

Provide graphics settings if supported.

The house should remain navigable at lower graphics settings.

Do not create a visually impressive game that is too laggy to play.


17. TECHNICAL RELIABILITY

Build the project using the programming language, game engine, libraries, and networking tools supported by the platform.

Do not assume unsupported APIs or external services exist.

Ensure all required assets and scripts are available.

Prevent:

  • Undefined variables.
  • Missing object references.
  • Invalid game states.
  • Broken input handling.
  • Invalid scene transitions.
  • Missing collision.
  • Infinite loops.
  • Broken door interactions.
  • Stuck monster AI.
  • Unreachable puzzle items.
  • Impossible objective sequences.
  • Duplicate unique items.
  • Broken game restarts.
  • Unhandled runtime errors.
  • Unnecessary memory growth.
  • Multiplayer state desynchronization.

If a required feature is not supported, implement a reasonable fallback and clearly explain the limitation.

Never replace real functionality with a decorative button or a fake simulation.


18. DEVELOPMENT AND TESTING ORDER

Build and verify the game in this order.

PHASE 1: CORE GAMEPLAY

  • First-person controls.
  • Mouse look.
  • Collision.
  • A navigable house.
  • Working doors.
  • Interactable objects.

PHASE 2: MONSTER AI

  • Patrol.
  • Hearing.
  • Detection.
  • Chase.
  • Search.
  • Attack.
  • Recovery.

PHASE 3: STORY MODE

  • Keys.
  • Inventory.
  • Clues.
  • Puzzles.
  • Objective tracking.
  • Final escape.

PHASE 4: ENDLESS NIGHTMARE

  • Procedural room generation.
  • Endless floor progression.
  • Increasing difficulty.
  • Survival score.
  • Restarting and replaying.

PHASE 5: MULTIPLAYER

  • Lobby.
  • Real player connections.
  • Player synchronization.
  • Shared objectives.
  • Shared monster behavior.
  • Disconnection handling.

PHASE 6: VOICE CHAT

  • Microphone permissions.
  • Push-to-talk.
  • Proximity audio.
  • Mute controls.
  • Text-chat fallback.

PHASE 7: POLISH

  • Horror lighting.
  • Audio.
  • Environmental events.
  • Settings.
  • Performance improvements.

PHASE 8: TESTING Test the full game from beginning to end.

Verify that the player can start a new game, move, interact, collect items, solve puzzles, encounter the monster, hide, escape, lose, restart, and complete the story.

For Endless Nightmare, verify that additional floors generate correctly and that a run can continue until the player loses.

For multiplayer, test two separate clients and verify that both see the same world, interact with the same objects, and experience synchronized monster behavior.

For voice chat, verify real audio transmission, proximity volume, mute controls, and microphone permission handling.

Fix errors that prevent gameplay before adding further visual effects.

Do not report tests as successful unless they have actually been performed.


FINAL DELIVERY REQUIREMENT

Deliver the most complete, stable, and playable version of THE HOUSE THAT KNOWS YOU that the platform can genuinely support.

The priority order is:

  1. A playable first-person 3D horror game.
  2. A large, navigable house.
  3. A working monster with real hunting AI.
  4. A complete Story Mode with a proper ending.
  5. An Endless Nightmare mode with no planned final floor.
  6. Genuine multiplayer co-op if supported.
  7. Genuine optional proximity voice chat if supported.
  8. Smooth performance, working menus, and reliable controls.

If generating every feature at once would produce an unstable result, build the game in phases and preserve the working features between phases.

Do not create a short, empty level and call it a complete game. Do not show fake networking or voice chat. Do not claim unsupported features work.

The final goal is a genuinely playable horror game that can be explored alone or with friends, with a complete story, an endless survival mode, a terrifying monster, and optional proximity voice chat wherever the platform technically supports it. # THE HOUSE THAT KNOWS YOU — TWO MONSTERS, BABY SPIDERS, AND FULL CONTROLS

Modify my EXISTING game. Preserve the existing story, rooms, puzzles, inventory, Story Mode, Endless Nightmare, and all working features. Do not rebuild the project from scratch.

1. PLAYER CONTROLS

Implement these controls in the actual game and display them in an in-game Controls menu and pause menu.

  • W, A, S, D: Move forward, left, backward, and right.
  • Mouse: Look around.
  • Shift: Sprint while stamina lasts.
  • C: Crouch and move quietly.
  • E: Interact with doors, objects, switches, keys, and puzzles.
  • F: Toggle flashlight.
  • R: Reload or replace the flashlight battery when a replacement is available.
  • V: Push-to-talk for proximity voice chat, only if real voice chat is supported.
  • Enter: Send a text-chat message when multiplayer text chat is available.
  • Esc: Pause the game and open the pause menu.
  • Space: Jump, only if jumping is supported by the existing movement system.
  • Left mouse button: Use the currently equipped item when applicable.
  • Tab: Open or close the inventory.
  • E during a baby-spider attack: Repeatedly brush the baby spiders off the player.
  • Mouse movement and E-key presses must remain responsive during attacks.

Do not assign conflicting actions to the same key during ordinary gameplay. During the baby-spider event, temporarily prioritise the spider-removal action on E, then restore normal interaction behaviour when the event ends.

Add a Controls screen that lists every implemented control. Hide or clearly mark controls for features that are unavailable.

2. MONSTER ONE: THE BROODMOTHER

Create a frightening, fully visible, animated 3D giant spider.

  • Eight animated legs, a large dark body, glowing eyes, and unsettling crawling sounds.
  • Crawl across floors and, where supported, walls and ceilings.
  • Patrol rooms, hide in dark corners, follow web trails, detect the player, and chase them.
  • Place webs in corridors and doorways as environmental warnings.
  • Use varied, believable encounters instead of repeatedly teleporting directly beside the player.
  • If the spider catches the player, trigger a jumpscare and a proper capture/game-over sequence.
  • Make encounters frightening but give players a reasonable chance to escape.

3. BABY-SPIDER ATTACK — ACTUAL PLAYABLE EVENT

The Broodmother can release a group of tiny, animated baby spiders.

  • Make baby spiders visibly crawl onto the player's hands, sleeves, and edges of the first-person view.
  • Use a first-person overlay or animated 3D objects attached to the player's view. Do not use only a static image or icon.
  • Add crawling animations, tiny movement sounds, and an unsettling warning.
  • Display the message: "BABY SPIDERS! PRESS E TO BRUSH THEM OFF!"
  • The player must press E five times within six seconds to remove them.
  • Display a progress counter: "Spiders removed: 0/5", updating after every successful press.
  • Each successful press must visibly remove or brush away a baby spider.
  • On success, play a short animation of the remaining spiders falling off and crawling away.
  • If the timer expires, play a short jumpscare and apply a small health penalty without automatically killing the player.
  • Allow the player to continue moving during the event.
  • Prevent E from activating doors, puzzles, or unrelated objects while the spider-removal event is active.
  • Restore normal E-key interactions immediately after the event ends.
  • Add a cooldown so the event cannot trigger continuously.
  • Ensure the event works with keyboard input and the existing game engine.

4. MONSTER TWO: THE RESIDENT

Create a separate, terrifying humanoid monster.

  • Tall, unnaturally thin body, long arms, distorted face, and unsettling animations.
  • Patrol the house and investigate sounds.
  • Detect the player through line of sight and hearing.
  • Chase the player, search their last known location, and return to patrol when the player escapes.
  • Allow hiding in closets and appropriate hiding spots.
  • Make the monster investigate and occasionally check hiding places.
  • Trigger a jumpscare and proper capture/game-over sequence if it catches the player.
  • Give it distinctive sounds and behaviour different from the spider.

5. STORY MODE AND ENDLESS NIGHTMARE

  • Include both monsters in Story Mode and Endless Nightmare.
  • Give each monster separate AI, movement, animations, sounds, and attack logic.
  • Make the Broodmother use webs and baby-spider attacks.
  • Make THE RESIDENT hunt, investigate sounds, and search for the player.
  • Increase difficulty gradually as the player progresses.
  • Ensure generated Endless Nightmare floors support monster navigation and spawning.
  • Do not spawn monsters directly on top of the player.
  • Keep the monsters frightening without making every encounter unavoidable.

6. MULTIPLAYER AND VOICE CHAT

If real online networking is supported, allow both monsters to interact with connected players in the same world.

  • Use V for push-to-talk proximity voice chat.
  • Use Enter to send text chat.
  • Provide mute controls and microphone-permission handling.
  • Do not fake online multiplayer or voice chat if the platform cannot support them.

7. TESTING AND PERFORMANCE

  • Verify every listed control works in actual gameplay.
  • Verify that the spider and THE RESIDENT spawn, move, detect, chase, attack, and reset correctly.
  • Verify that baby spiders visibly crawl on the player and that five E presses within six seconds remove them.
  • Verify that normal E-key interactions return after the event.
  • Fix related errors and preserve all working game features.
  • Optimise models, AI, animations, and effects to avoid severe lag.
  • Do not leave monsters as invisible placeholders, stationary models, or nonfunctional descriptions.
  • If a feature is unsupported, implement the closest working alternative and clearly indicate the limitation.

FINAL REQUIREMENT: Integrate all features into the existing game in one edit. Do not delete working systems or regenerate the entire project unnecessarily. # STORY MODE MONSTER INTEGRATION — THE HOUSE THAT KNOWS YOU

Update the existing Story Mode. Preserve the current story, rooms, puzzles, and ending.

Both monsters must be fully implemented in Story Mode:

1. THE BROODMOTHER

  • Introduce the giant spider through webs, strange sounds, and a first encounter in an earlier section of the house.
  • Gradually increase its appearances as the player explores more rooms.
  • Include baby-spider attacks during selected encounters.
  • During baby-spider attacks, display: "BABY SPIDERS! PRESS E TO BRUSH THEM OFF!"
  • Require the player to press E five times within six seconds to remove them.
  • Include spider webs, clues, and environmental storytelling that reveal the Broodmother's presence.

2. THE RESIDENT

  • Introduce the humanoid monster through distant sightings and unsettling sounds.
  • Later, make it actively patrol, investigate noises, chase the player, and search hiding places.
  • Make it a separate enemy with its own AI and attack behaviour.

3. STORY PROGRESSION

  • Place both monsters in specific story areas with scripted introductions and normal AI encounters.
  • Make their appearances progress naturally instead of spawning randomly in every room.
  • Include encounters during exploration, puzzles, and the escape sequence.
  • Keep puzzles solvable while monsters are nearby.
  • Give the player opportunities to hide, escape, and recover.
  • Ensure both monsters work in the actual playable Story Mode, not only Endless Nightmare.

Do not replace the story or remove existing content. Integrate these changes into the current Story Mode and test the encounters, controls, and ending. # FIRST BABY-SPIDER ENCOUNTER — SLOW-MOTION TUTORIAL

Modify the existing game, The House That Knows You. Preserve all existing Story Mode content, monsters, puzzles, controls, and progress.

FIRST ENCOUNTER: THE BABY SPIDERS

The very first time the Broodmother sends baby spiders onto the player, trigger a special scripted tutorial encounter.

1. Dramatic slow motion

  • Briefly slow the game world to approximately 20% speed when the baby spiders first crawl onto the player's hands and screen.
  • Keep the camera responsive and the interface readable.
  • Play an unsettling sound and show the baby spiders visibly crawling over the player's hands and sleeves.
  • Slightly darken the edges of the screen to focus attention on the attack.

2. Show the E button clearly

  • Display a large, highly visible on-screen key prompt showing a keyboard keycap labelled E.
  • Above it, display: "BABY SPIDERS! PRESS E TO BRUSH THEM OFF!"
  • Animate the E keycap with a gentle pulse so the player notices it.
  • Include a small progress indicator: "Press E: 0/5".
  • The prompt must be visible and understandable even to a player who has never played the game before.

3. Teach the player through gameplay

  • Require five successful E presses to remove the baby spiders.
  • Each press should visibly brush away one spider and update the counter.
  • Keep the first encounter in slow motion until the player completes the tutorial or the tutorial timer expires.
  • Briefly explain the control on screen; do not rely only on sound or an invisible tutorial.
  • After the player succeeds, restore normal game speed and display: "You escaped the spiders. Remember: press E!"

4. Damage and failure

  • Baby spiders gradually damage the player's health while attached.
  • During the first tutorial encounter, make the damage slow and forgiving so the player has enough time to read the prompt and learn the control.
  • If the player does not press E, show the E prompt clearly again and provide a short warning before the attack becomes dangerous.
  • Do not instantly kill the player for failing to understand a new control.
  • If the player loses all health, trigger the existing game-over screen with a clear restart option.

5. Later encounters

  • After the first tutorial, make future baby-spider attacks faster and more dangerous.
  • Still display a smaller E key prompt and progress counter so the player knows what to do.
  • Allow the player to keep moving while fighting the spiders off.
  • Restore normal E-key interactions immediately when the attack ends.

6. Technical requirements

  • Implement real keyboard input for E, not just a visual button.
  • If the game supports on-screen interaction buttons, let players activate the same action through the displayed prompt.
  • Ensure slow motion does not break enemy AI, player movement, timers, or physics.
  • Test the first encounter, damage, E presses, success, failure, and restart behaviour.

IMPORTANT: This is a tutorial encounter in Story Mode. Do not make the first attack an unavoidable instant death. The player must understand the E control before later encounters become more difficult. # FINAL HORROR POLISH — THE HOUSE THAT KNOWS YOU

Make it terrifying, surprising, and addictive to play

Modify my EXISTING game. Preserve all current rooms, puzzles, Story Mode, Endless Nightmare, THE BROODMOTHER, THE RESIDENT, baby-spider attacks, controls, and endings.

The goal is intense, cinematic horror that makes players jump, feel watched, and want to continue playing. Do not make every moment scary. Use contrast, anticipation, surprise, and moments of relief.

1. CINEMATIC JUMPSCARES

Create several different, unpredictable jumpscare events.

  • Occasionally make a monster suddenly appear at the end of a dark hallway, behind a doorway, or briefly in the corner of the player's vision.
  • Use a sudden but brief sound sting, a quick animation, and a sharp lighting change.
  • Sometimes make the monster rush toward the player before disappearing around a corner.
  • Include rare events where the player turns around and sees a monster standing silently behind them.
  • Vary the timing and presentation. Never repeat the exact same scare too frequently.
  • Keep jumpscares short, clear, and effective. Avoid constant loud noises or endless flashing.

2. THE HOUSE IS WATCHING

Make the environment feel alive and untrustworthy.

  • Lights occasionally flicker when a monster is nearby.
  • Doors that were previously open may be found slightly ajar later.
  • Distant footsteps sometimes stop the moment the player stops moving.
  • Shadows occasionally move where no character is visible.
  • A distant silhouette may disappear when the player looks directly at it.
  • Objects may shift subtly between visits to a room.
  • Use these events sparingly so players question what they saw.

Environmental events must not break puzzles, trap the player unfairly, or remove important items.

3. THE BROODMOTHER'S HORROR

Give the giant spider its own unique atmosphere.

  • Add faint scratching above the ceiling and behind walls.
  • Let the player discover fresh webs, shed spider silk, and tiny spiders before meeting the Broodmother.
  • Sometimes show its legs briefly disappearing around a corner.
  • Add occasional ceiling encounters and sudden crawling movements where supported by the engine.
  • Make the first baby-spider attack use the existing slow-motion tutorial, with a large on-screen E key prompt.
  • Later baby-spider attacks should be more urgent, with visible spiders, health damage, and clear E-key instructions.
  • Never make the first encounter an unavoidable instant death.

4. THE RESIDENT'S HORROR

Give THE RESIDENT a different style of fear.

  • Let its footsteps approach from another room, then suddenly stop.
  • Sometimes show its silhouette through frosted glass or at the far end of a corridor.
  • Make it investigate running, dropped objects, and other noises.
  • During chases, use changing footsteps, breathing, and environmental audio to communicate its distance.
  • When it loses sight of the player, make it search nearby rooms instead of instantly knowing the player's location.
  • Allow tense hiding sequences where it approaches the hiding place, pauses, and eventually leaves if the player stays quiet.

5. SOUND DESIGN

Create immersive 3D positional audio.

  • Use quiet house creaks, distant knocks, pipes, wind, and subtle movement sounds.
  • Make monster sounds become clearer as the threat gets closer.
  • Use silence immediately before selected scares.
  • Add short, distinctive audio cues for the Broodmother and THE RESIDENT.
  • Keep sound effects brief and varied.
  • Provide volume controls for music, ambience, and jumpscares.
  • Never rely only on extreme volume to create fear.

6. LIGHTING AND VISUAL ATMOSPHERE

  • Use deep shadows, limited flashlight visibility, dusty light beams, and subtle fog where performance allows.
  • Add gentle camera shake during selected scares, but never shake the camera continuously.
  • Use subtle vignetting and brief visual distortion only during important events.
  • Keep essential clues, keys, doors, and puzzle objects visible enough to find.
  • Avoid excessive flashing, rapidly strobing lights, and effects that make the game difficult to play.

7. CHASE SEQUENCES

Make monster chases exciting rather than frustrating.

  • Add changing music intensity, rapid footsteps, distant monster sounds, and environmental obstacles.
  • Give players readable escape routes and chances to hide.
  • Make doors, corners, and hiding spots useful during pursuits.
  • Increase tension as stamina gets low, without preventing the player from controlling their character.
  • Make getting caught frightening, followed by the existing game-over and restart sequence.
  • Never create unavoidable chase deaths because of broken navigation or unfair monster spawning.

8. THE CALM BEFORE THE NEXT SCARE

Fear works best when the player sometimes feels safe.

  • After intense encounters, provide quiet exploration, puzzle-solving, and short recovery periods.
  • Let players hear ordinary environmental sounds again before tension gradually returns.
  • Do not trigger a jumpscare every time the player opens a door.
  • Reward careful exploration with hidden notes, secrets, and clues about the house.
  • Use occasional harmless strange events to keep players guessing.

9. REPLAYABILITY AND FAIRNESS

  • Randomise selected scare events while keeping important story events consistent.
  • Avoid repeating the same scare several times in a short period.
  • Ensure every important scare is compatible with the existing monsters and story.
  • Provide adjustable ambience and scare-volume settings.
  • Keep all existing controls, puzzles, multiplayer systems, and game modes working.
  • Maintain smooth performance on modest PCs.
  • Test the entire experience from the beginning through the ending.

10. FINAL QUALITY CHECK

Prioritise a polished, playable horror experience over adding more unnecessary features.

Test lighting, audio, monster AI, jumpscares, baby-spider controls, chase sequences, save/restart behaviour, and performance. Fix errors caused by these changes.

FINAL DESIGN GOAL: Make players think, "OH MY GOD, WHAT WAS THAT?" — then give them enough control, breathing room, and curiosity that they genuinely want to keep playing.

Do not rebuild the game from scratch. Integrate this final horror polish into the existing project and preserve all working content. # THE HOUSE THAT KNOWS YOU — MULTIPLE ENDINGS SYSTEM

I'm developing a horror game called The House That Knows You. Add a multiple-endings system to my existing project.

The game combines psychological horror and jumpscares.

Implement these three endings:

1. The Escape

The player finds the required key and unlocks the exit.

2. The House Wins

The player reaches the exit without collecting the required clues.

3. The Truth

The player collects all required clues and unlocks a secret room.

Requirements

  • First inspect my existing project, scene structure, scripts, and available engine capabilities.
  • Use OrigoZero's actual Zero engine and Luau APIs.
  • Reuse existing assets and gameplay systems where possible.
  • Track the player's progress and select the correct ending based on their discoveries and actions.
  • Show a distinct ending title and atmospheric final scene for each outcome.
  • Include a restart option after an ending.
  • Preserve my existing project and do not replace unrelated scenes or scripts.
  • Do not invent APIs, editor buttons, or commands. If a required capability is unclear, inspect the official documentation first.
  • Implement the feature, test each ending, and report any remaining errors or steps I must complete manually.

Important

Work with my existing project. Do not create a separate replacement game. If something cannot be implemented directly, explain exactly what I need to do in the actual OrigoZero editor. # THE HOUSE THAT KNOWS YOU — HORROR GAME EXPANSION

Expand my existing horror game, The House That Knows You, into a creepy psychological horror experience with jumpscares, exploration, secrets, and multiple endings.

IMPORTANT: First inspect my existing project and the actual features supported by OrigoZero. Use the Zero engine and Luau where appropriate. Do not invent APIs, editor commands, or unsupported features. Preserve my existing work.

1. The House That Changes

  • Make the house feel alive and aware of the player.
  • Have certain doors mysteriously open or close.
  • Make lights flicker and create unsettling sounds.
  • Change selected rooms or objects as the player explores, if supported.
  • Use unexpected environmental changes to create suspense.

2. The Stalker

  • Add a mysterious shadow figure that watches the player.
  • Make it appear briefly at the end of hallways or through doorways.
  • Sometimes let it disappear when the player approaches.
  • If enemy movement is supported, make it follow the player during selected moments.
  • Include creepy sounds to warn the player that something is nearby.

3. The Mirror World

  • Add a strange mirror or reflection mechanic.
  • Let the mirror reveal hidden clues or unusual changes in the house.
  • Make the reflection occasionally behave differently from the player.
  • Use this mechanic to help the player discover the secret ending.

4. The Secret Basement

  • Add a hidden basement or secret room that the player can discover.
  • Require the player to find clues or a key before entering.
  • Place story clues inside that reveal the truth about the house.
  • Make the area dark, atmospheric, and frightening.

5. The Talking Television

  • Add an old television that turns on unexpectedly.
  • Display mysterious messages directed at the player.
  • Make the messages change as the player discovers more clues.
  • Use unsettling static and sound effects if supported.

6. Exploration and Collectible Clues

  • Add several discoverable clues around the house.
  • Allow the player to interact with clues and remember which ones have been found.
  • Make the clues reveal the house's story.
  • Ensure the clues have a real purpose in unlocking the secret ending.

7. Three Different Endings

Ending One: The Escape

The player finds the required key and escapes through the front door. Show an atmospheric ending scene. After escaping, the player notices a mysterious figure watching from an upstairs window.

Ending Two: The House Wins

The player reaches the exit without discovering enough clues. The lights go out, and the player mysteriously wakes up back inside the house. The front door closes, followed by a final message: "WELCOME HOME."

Ending Three: The Truth

The player discovers all required clues and unlocks the secret basement. Inside, they discover the truth about the house. Include a disturbing mirror scene and a mysterious figure behind the player. End with a unique final scene that leaves the story unsettling and mysterious.

8. Jumpscares and Atmosphere

  • Use jumpscares sparingly so they remain surprising.
  • Add creaking doors, distant footsteps, whispers, and sudden silence where supported.
  • Build tension before frightening moments.
  • Make the game scary through atmosphere as well as jumpscares.

9. Progress and Restart System

  • Track collected clues, discovered secrets, and required keys.
  • Select the correct ending based on the player's actions.
  • Give each ending its own title and final scene.
  • Provide a working restart option after each ending.
  • Make sure progress tracking works across the relevant scenes.

10. Technical Requirements

  • Inspect the current project before changing anything.
  • Use existing scenes, assets, and scripts wherever possible.
  • Use only real OrigoZero and Zero engine capabilities.
  • Do not replace unrelated parts of my game.
  • Do not delete or overwrite existing work unnecessarily.
  • Implement features in manageable stages.
  • Test every ending and the important gameplay mechanics.
  • If something cannot be implemented with the available features, explain why and offer a supported alternative instead of pretending it works.
  • Report what was implemented, what was tested, and what I still need to do manually.

Development Instructions

Start by inspecting my existing project and implementing the first compatible feature. Keep the game playable throughout development.

Do not attempt to implement everything blindly in one step. First identify the available scenes, scripts, assets, and supported APIs. Then implement the first compatible feature, verify that it works, and continue in manageable stages.

Preserve my existing game and make changes directly to the current project rather than creating a separate replacement game. # Add Defeatable Mini MMEs to The House That Knows You

Update my existing horror game, The House That Knows You, in OrigoZero Zero Engine.

1. Mini MMEs

  • Add smaller, weaker MME enemies that the player can defeat.
  • Give each mini MME a health system, damage handling, defeat state, and suitable horror animations or effects supported by the engine.
  • Make mini MMEs react when the player attacks them.
  • When their health reaches zero, play a defeat animation or effect and remove or disable them appropriately.
  • Keep the enemies frightening and make encounters challenging but fair.

2. Existing MMEs

  • Do not make the existing main MMEs defeatable.
  • Preserve their current behaviour, abilities, scripts, and appearances.
  • Only mini MMEs should use the new defeat system.
  • Clearly distinguish mini MMEs from the original MMEs so the systems cannot accidentally affect each other.

3. Weapons and items around the house

  • Add fictional, game-only weapons or defensive items as discoverable pickups throughout the house.
  • Let the player collect and use these items against mini MMEs, using mechanics supported by OrigoZero.
  • Add pickup interactions, inventory handling, and appropriate sound or visual effects where supported.
  • Balance item availability so the player must explore instead of finding everything immediately.
  • Keep the mechanics entirely within the fictional game.

4. Horror atmosphere

  • Make mini MME encounters fit the existing horror atmosphere.
  • Add appropriate enemy sounds, suspenseful appearances, and defeat effects using supported engine features.
  • Preserve the house's existing scares, puzzles, clues, story, and endings.

5. Implementation requirements

  • First inspect my existing project, scripts, entities, and available OrigoZero APIs.
  • Use the actual OrigoZero Zero Engine and its supported scripting language and APIs.
  • Do not invent API functions or replace existing scripts blindly.
  • Integrate the new mechanics into the existing attack, interaction, and inventory systems where possible.
  • If a required system does not exist, implement the smallest compatible addition.
  • Preserve all unrelated game features and existing progress.
  • Implement the changes in stages, check for errors, and fix any problems you discover.

Important: Make these changes directly to my existing game project. Do not merely explain how to do it or give me standalone code to paste into a script editor. If you need more information, inspect the project first and tell me exactly what is missing. # The House That Knows You — High-Quality Realistic Graphics Upgrade

Upgrade the graphics of my existing horror game, The House That Knows You, in OrigoZero Zero Engine.

Main goal

Make the game look like a high-quality, realistic 3D horror game with detailed environments, atmospheric lighting, realistic materials, and smooth performance. Aim for a polished, 4K-quality visual style where the engine supports it, without making the game unnecessarily demanding.

1. Environment and textures

  • Improve the house's walls, floors, ceilings, doors, windows, furniture, and decorations.
  • Use detailed, realistic materials with appropriate roughness, reflections, and surface variation.
  • Add subtle wear, scratches, dust, stains, and aging to make the house feel believable.
  • Improve object detail and environmental depth.
  • Avoid a basic pixel-art appearance, flat colours, and overly simplistic geometry.

2. Lighting and shadows

  • Create cinematic horror lighting with realistic light falloff and soft shadows where supported.
  • Use moonlight through windows, dim lamps, flickering lights, and dark corridors.
  • Add subtle ambient occlusion or equivalent contact-shadow effects if available.
  • Make darkness atmospheric while keeping important paths and clues readable.
  • Use restrained colour grading for a realistic horror atmosphere.

3. Materials and reflections

  • Improve the appearance of wood, metal, glass, fabric, concrete, and other materials.
  • Use realistic reflections where supported.
  • Make mirrors, windows, and shiny surfaces look convincing without excessive visual effects.
  • Avoid overly glossy plastic-looking materials.

4. Horror atmosphere

  • Add subtle dust particles, environmental fog, and atmospheric effects only where supported.
  • Improve shadows and lighting around the existing MMEs.
  • Make rooms feel unsettling through composition, lighting, and environmental detail.
  • Preserve the existing story, scares, clues, enemies, and three endings.

5. Performance settings

  • Target smooth gameplay at 1080p by default, with optional higher-resolution settings up to 4K if supported.
  • Use sensible texture resolutions, level of detail, culling, and shadow quality.
  • Provide Low, Medium, High, and Ultra graphics presets if the engine supports them.
  • Keep the default settings suitable for mid-range computers.
  • Do not enable expensive effects indiscriminately or sacrifice gameplay performance for visual quality.

6. Important OrigoZero requirements

  • Inspect the existing project and identify the actual graphics settings, rendering features, and supported APIs before making changes.
  • Use valid OrigoZero Zero Engine settings and actual supported category slugs.
  • Do not invent graphics options, category slugs, or API functions.
  • If a graphics feature is unsupported, use the closest supported alternative.
  • Preserve existing gameplay and scripts.
  • Apply changes directly to the project where possible, then check for errors and explain what was changed.

Final result: A polished, realistic 3D horror game with cinematic lighting, detailed textures, convincing materials, atmospheric shadows, and good performance. Aim for a 4K-quality visual presentation without requiring every player to run the game at native 4K resolution.

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