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The prompt that made this
“Build a 3D Backrooms Level 0 survival horror game in PS1 retro style (low-poly, 128px blurry textures, flat lighting, pixelated, dithering, CRT scanlines). First-person with subtle camera wobble. Yellow wallpaper, damp carpets, buzzing fluorescent lights, liminal empty rooms. Story: Player trapped in infinite yellow maze. Goal: find 5 "Anchor" items to escape. Atmosphere: loneliness, dread, disorientation. Mechanics: - WASD move, Shift sprint (stamina), Mouse look, E interact. - Flashlight with battery drain (find batteries). - Hidden sanity meter: darkness/entities cause visual distortions (blur, color shift). - Entities (Smilers/Hounds) spawn randomly - no combat, just run or hide. - Procedural map: 15-20 room tiles connected randomly with looping hallways, dead ends, and noclip fall-through zones. Modes: Story (find anchors) and Survival (endless, entities increase over time). Technical: PC (Windows) + WebGL build. Lightweight engine (Unity/Godot). Low-end PC optimized. Pause menu (ESC) with sensitivity/volume settings. Controller support optional. Visual references: Silent Hill 1, Resident Evil 1, LSD Dream Emulator. Textures: yellow floral wallpaper, stained beige carpet, popcorn ceiling with glowing tube lights. Furniture: low-poly office objects (<50 triangles each). Generate full code, scenes, shaders, and setup instructions to run immediately.”
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How it plays
Backrooms Zero drops you into a other game where Explore procedural rooms to find 5 Anchor items before sanity fails and entities close in. The pacing ramps over time, approachable early but steadily less forgiving.
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