| name | haunted-house |
| description | A horror escape puzzle in a haunted mansion. Find 3 keys, unlock doors, survive flickering lights and moving furniture. |
| user-invocable | true |
| metadata | {"emoji":"👻","type":"world","version":"2.0","genre":"Horror / Puzzle / Escape","complexity":"medium","estimated_entities":80,"features":["terrain","doors_with_keys","collectibles","triggers_proximity","triggers_timer","flickering_lights","signs","hud","spatial_audio"],"seo":{"primary_keyword":"3D haunted house","secondary_keywords":["horror environment template","haunted mansion 3D","free 3D haunted house"]}} |
| useWhen | [{"contains":"haunted"},{"contains":"horror house"},{"contains":"spooky mansion"}] |
Horror Haunted House — "Escape the Manor"
Player is locked inside a decrepit Victorian mansion. Find 3 keys hidden in rooms to unlock the front door and escape. Lights flicker. A chair moves when you leave a room. Something scratches behind the walls.
World Knowledge Index
| Domain | Spec File | Description |
|---|
| Master plan | world.md | Room layout, key locations, scare sequence |
| Interior | regions/mansion-interior.md | Foyer, library, kitchen, hallway, bedroom, basement |
| Exterior | regions/mansion-exterior.md | Graveyard, dead trees, fog, moon |
| Horror effects | behaviors/horror-effects.md | Flickering lights, moving chair, whisper triggers |
| Soundscape | audio/dread-ambient.md | Wind, creak, distant fireplace, NO music |
| Player | avatar/player.md | First-person, SLOW movement, 3-key quest |
Design Intent
Vulnerability through slowness. Walk speed 3.5 (70% of normal). First-person locks the player into the space. The horror comes from atmosphere, not monsters: flickering lights, a chair that moves when you leave a room, doors that creak, whispers on approach. Silence is the primary instrument — no background music. Only wind, wood creak, and the player's own footstep echoes.
Key Constraints
- First-person ONLY (third-person undermines horror)
- Slow movement: walk 3.5, run 6 (no sprint escape fantasy)
- 3 keys: rusty (library), silver (kitchen), golden (basement)
- rusty_key → unlocks basement_trapdoor
- silver_key → unlocks bedroom_door
- golden_key → unlocks front_door_exit (win condition)
- Scare triggers fire ONCE each (no repetition dulls impact)
- NO emissive on keys — they should be hard to spot
- Basement has only ONE dim light (intensity 50)
Playtest Checklist