Obsession (痴迷) — An AI Interactive Horror Game from Neta Studio

Obsession (痴迷) — An AI Interactive Horror Game from Neta Studio

Play Obsession (痴迷), an AI interactive horror game from Neta Studio. As record-store clerk Bell, type your own actions and watch an LLM director narrate every scene: inspect the One-Wish Willow, question the shopkeeper, trust your friends or refuse the wish. Freeform AI narrative, choice-driven branches and local-rule endings — playable right in your browser.

Final Product: Obsession (痴迷) — Interactive Horror Adventure

Obsession (痴迷) is a playable AI interactive horror adventure generated in Neta Studio from a one-line seed — “I want to make an adventure game I can actually play.” You are Bell, a young record-store clerk. After a confession goes wrong and a pet passes away, a cheap wish toy from a mysterious shop promises to make the person you love love you back. It works. That is the problem.

This is not a fixed dialogue tree: every scene accepts your own words. Look around, inspect the willow charm, call someone, run, confess, lie — the AI director narrates whatever you do in real time, while local rules quietly track the evidence, the choices and the endings. Each run can end in the original tragedy, in asking for help before it is too late, or in refusing the wish altogether.

Play it now: Obsession (痴迷) — Interactive Horror Adventure →

Game Features

  • Live LLM Narrative — there is no scripted line for every moment. You act, and the AI director writes the scene around your words: the flicker of the fluorescents, the stylus skipping on the vinyl, the silence that answers when you call Nikki’s name (deepseek-v4-flash real-time narration).
  • Freeform Action Input — type any action and press Enter: “look around the store”, “inspect the willow”, “ask Ian for help”. The runtime turns your sentence into Bell’s next move — no fixed menu of canned lines, no correct answers.
  • Psychological Horror Story — a supernatural dread story that lives in familiar places: the record store after closing, the apartment with the sealed door, the shop in the back alley. The horror comes from a wish that turns love into possession, and from Bell’s reasons for not noticing.
  • Choice-Driven Branches & Endings — numbered beats such as practice the confession, look at Sandy’s memorial or ask Ian guide each chapter, and every decision feeds the evidence record. Key endings are decided by local rules, so your choices really do change the route — the canon tragedy stays reachable, but so do help-seeking and refusal endings.
  • Full-Body Sprite & Cinematic Scenes — a hand-drawn-style full-body character sprite, painterly scene backgrounds and a clean AVG frame: save, character panel, turn log and dialogue pager are all built in, with every scene kept calm for character and text overlays.
  • Browser Playable — runs instantly in your browser with no download or install. Type your actions, flip through the dialogue history, save your progress, and return to the story any time from a single shareable link.

Character Sprites

Production Process Breakdown

Stage 1: World & Story Designclaude-opus-5
It starts with a single sentence — “I want to make an adventure game I can actually play” (电影痴迷). The AI expands it into a psychological-horror world: Bell, the record-store clerk; Nikki, whose love arrives with strings attached; the One-Wish Willow and the shop that sells it; friends who notice what Bell will not.
Stage 2: Game Design & Visual Directiongpt-image-2
The look locks in as a cinematic semi-real horror AVG: claustrophobic centered framing, sickly olive fluorescents against deep-red lamps, restrained cream, olive and charcoal palette. The interface borrows from cheap wish-toy packaging and old stereo gear, with short verbs on every choice.
Stage 3: Scene Backgroundsgpt-image-2
Clean 2048×1152 background plates are generated for the runtime — the independent record store after closing with vinyl shelves, the listening booth and the red lamp down the hallway — each kept free of characters, UI and text so the sprite and dialogue layers sit on top.
Stage 4: Character Sprite & Cutoutgpt-image-2rembg
A full-body sprite source of Bell is generated on a pure white backdrop in a natural neutral pose, then passed through a BiRefNet background-removal pass to produce the transparent runtime sprite — hair, hands, denim and shoes all kept, plain background discarded.
Stage 5: Interactive Story Builddeepseek-v4-flash
The AVG engine is assembled in the browser: chapter nodes, choice routing, a turn log, saves and a freeform action bar. A live LLM director narrates player actions, while local rules own the evidence thresholds and ending logic so the story stays fair and deterministic where it matters.
Stage 6: QA & One-Click Publishneta.art
Automated checks load the live game, probe every bundled asset and verify the built pages, then the finished work is published with one click to a shareable link anyone can open and play in the browser.

Scene Backgrounds

Asset Prompts

Character Sprite — “Bell neutral” Promptgpt-image-2
“Full-body visual novel character sprite source image for AVG runtime. One young male record-store clerk named Bear, standing upright in a natural neutral pose, entire body visible from head to shoes … tousled dark hair, tired hopeful face, worn denim overshirt over a faded charcoal T-shirt … one hand loosely holding a small snapped willow-shaped wish toy. Plain pure white matte background (#ffffff) for clean cutout … no text, logo, watermark, frame, card border, or UI.”
Scene Background — Record Store (16:9) Promptgpt-image-2
“Production-ready 16:9 clean scene background for a playable visual novel / AVG. An independent record store after closing, front counter, vinyl shelves and listening booth, a dim back hallway, one warm deep-red lamp in the distance, sickly olive fluorescent ceiling light, subtle supernatural tension … no characters, no people, no text, no logo, no UI … keep the top strip calm for a toolbar and the lower third uncluttered.”
Background Plate — Record Store (No-UI) Promptgpt-image-2
“Clean raw environment background plate for a playable visual novel, wide 16:9. This is only the empty scene art, never a game screenshot: an independent record store after closing with vinyl shelves, listening booth, long counter, quiet back hallway, one deep-red lamp glowing in the distance … ABSOLUTELY NO UI, no dialogue box, no buttons, no typography, no characters, no people. Render environment art only.”
Game Screen Mockup — Concept Promptgpt-image-2
“A polished visual-novel / AVG game screen mockup, wide 16:9 composition … one full-body young record-store clerk centered in frame, anxious hopeful expression … holding a snapped cheap willow-shaped wish toy … a warped reflection of a young woman watching from a dark doorway, supernatural psychological-horror atmosphere without graphic gore … clean modern game UI, no watermark, no logo, no border frame, no legible text.”

Why Choose Neta Studio

Professional — the cloud harness supports the whole workflow from world building to game publishing, all running in the cloud with no local setup. Stable access to the latest models: Claude Opus 5 GPT Image 2 DeepSeek V4

One-click generation — officially tuned skills drive every step: world building, story design, horror-art generation, sprite cutout and game packaging. Every prompt, sprite and background in this project is kept in the world, ready to remix into new games.

Community & IP-first — adapt any world or start fresh from a single sentence. Keep your sprites, prompts and scenes and remix them into new interactive stories any time — no coding required.

Studio Interior

Start Creating

This horror world was generated by Neta Studio AI from a single sentence. The world took minutes. The playable game took minutes. You can do it too — adapt this world or start fresh from any idea. No coding required, free to start.

World: film-obsession — New world

Type: AI Interactive Horror Adventure (AVG)

Assets: 6 AI-generated artworks · 1 full-body sprite · 2 scene backgrounds · 1 interactive chapter

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