

Action · New game
Entre deux mondes
A free browser stealth game about crossing a zombie-occupied valley in disguise to reach Mum and Léa at Belle-Rive.
#52 this weekAI-assisted: Code, Graphics, Text
The game runs in this tab. No install, no account.
The short answer
Entre deux mondes is a third-person 3D stealth demo that runs in the browser. You wake alone in a forest, follow a note from Mum toward Belle-Rive, and disguise yourself as one of the silent, sniffing figures to cross the valley. Hide in tall grass, distract lookouts with stones, and help survivors along the way. It is free, cartoon-styled, and gore-free.
What is Entre deux mondes?
Entre deux mondes is a third-person 3D stealth game with a cartoon look and no gore, playable straight from a browser. One morning the world fell asleep standing up: people walk without speaking, sniff the air, and no longer recognise anyone. You wake alone in the forest with a note from Mum telling you to meet at Belle-Rive, where she and your little sister Léa are waiting at the end of the valley.
The way through is not a fight but a costume. Becoming one of the wandering figures is the central trick, letting you move among them as long as you do not run and do not let them look too closely. Around that idea sit gentler systems: hunger and fatigue that press on you without ever killing you, survivors who need concrete favours, and a valley dotted with remains of the world before.
The build available now is a playable demo covering the prologue and the first three chapters, offered in French and English. The game itself is still in development, so what exists today is the opening stretch of a longer road to Belle-Rive.
How to play
Every crossing starts with the disguise. Dressed as one of them, you can travel inside a group at walking pace; running or lingering too close shatters the illusion. Tall grass is the other shelter, and crouching keeps you low while you study the sentinels and the leaders who anchor each cluster of the wandering dead.
The tools are simple and physical. Holding the aim key lines up a stone, and a well-placed throw pulls a lookout's attention toward the wrong patch of ground. Getting behind a zombie lets you put it down quietly, but the body has to be hidden before another one stumbles across it. Failure is survivable by design: if you are grabbed, you struggle free and run.
Between crossings there is a valley to search. Spare parts and traces of the world before reward curiosity, and an old walkie-talkie can be repaired, after which it might pick up another voice. Survivors ask for specific help: leading a group across the countryside, returning Nina's teddy, or warning a shelter before an attack lands.
Controls
Keyboard and mouse is the default setup. Movement uses ZQSD or the arrow keys, Shift runs, X crouches, C triggers the disguise, and E handles interaction. Holding F aims a stone, while two further keys open the bag and the notebook, keeping carried items and written notes apart.
Alternatives are supported. A gamepad laid out for Switch or Xbox works, and a touchscreen is accepted as an input, which matters for anyone playing in a browser window without a keyboard within reach.
These bindings are worth learning early, because the loop is built on switching between them quickly: a crouch, a held aim, a throw, then a walk through the gap you just made. Running sits on Shift beside the movement keys, so it is easy to trigger by accident when you meant to stroll past a group.
| Input | Action |
|---|---|
| ZQSD or arrow keys | Move |
| Shift | Run |
| X | Crouch |
| C | Use the disguise |
| E | Interact |
| F (hold) | Aim a stone |
| I | Open the bag |
| J | Open the notebook |
| Gamepad (Switch or Xbox layout) | Alternative to keyboard |
| Touchscreen | Accepted input |
Tips for your first run
The first habit to build is restraint. A disguise works at walking pace, and sprinting is for open ground far from eyes, not for crossing a crowd. When a group is ahead, drop into tall grass and spend a few seconds watching the sentinels and the leaders before committing to a route.
- Walk, never sprint, while inside a group's line of sight.
- Crouch in tall grass and watch a sentinel's behaviour before moving.
- Hold F, aim, and throw a stone to pull a lookout toward empty ground.
- Take a zombie down from behind, then hide the body at once.
- Keep the disguise up between encounters instead of dropping it.
- Treat hunger and fatigue as pressure rather than danger, since neither can kill you.
- Collect spare parts and the walkie-talkie while exploring the valley.
- Finish the survivor errands: the teddy, the shelter warning, the group escort.
Content and replayability
The demo is a slice rather than a finished campaign: the prologue plus the first three chapters, in French and English. Inside that slice the content divides between the main route toward Belle-Rive and the human business of the valley, from a lost teddy to a shelter that needs warning before an attack.
Replay value here comes from approach rather than from unlock tracks. Each stealth section reads like a small puzzle, and whether you throw a stone, wait in grass, or take a sentinel down from behind changes how a crossing plays out. The survivor errands give the map more to do than simply pass through it.
The project is singleplayer and still in development. Player feedback in the comments is meant to shape what gets built next, so the current build is a foundation to react to rather than a finished shape.
Presentation and performance
Visually, Entre deux mondes is deliberately soft: a cartoon 3D world seen from behind the character, with figures that shuffle and sniff rather than menace, and no gore at any point. That choice keeps the tension in the hiding and the timing rather than in violence.
It runs in the browser on Babylon.js, an HTML5 engine, so nothing needs installing before the playable frame loads. The 3D characters were generated with Meshy AI under a CC BY 4.0 licence, and the environments come from KayKit by Kay Lousberg and from Kenney, both CC0. Interface images were generated with ChatGPT, the typeface is Patrick Hand under the OFL, and the trailer music is by Kevin MacLeod under a Creative Commons attribution licence.
The story idea comes from Michel and his son, and the programming was carried out with Claude Code from Anthropic, a credit line worth knowing for anyone curious about how a small browser project gets assembled.
Who should play it
This suits players who enjoy stealth as a social problem: dressing up, reading a crowd, and finding the one gap in it. The disguise-and-distraction loop, the tall grass, and the stone throws reward patience and observation more than reflexes.
It also suits a family audience. The cartoon style, the absence of gore, and a survival layer that cannot kill you make it forgiving, and the search for Mum and Léa gives the sneaking a clear emotional goal rather than a score.
Browser players with a keyboard, a gamepad in Switch or Xbox layout, or a touchscreen can all start, and the demo's structure, a prologue plus three chapters, is a reasonable way to test the water in French or English.
Screenshots
How we tested it
The build was loaded from games.debutplay.com in a headless Chromium session on ; the canvas started and no request was blocked. The guide was last checked on .
From the developer
Un matin, le monde s'est endormi debout. Les gens marchent sans parler, reniflent l'air… et ne reconnaissent plus personne. Tu te réveilles seul dans la forêt, avec un mot de Maman: rendez-vous à Belle-Rive. Maman et ta petite sœur Léa sont quelque part, au bout de la vallée. Pour les retrouver, deviens l'un des leurs. Déguise-toi en zombie et passe au milieu d'eux… sans courir, sans te faire remarquer de trop près. Cache-toi dans les hautes herbes, observe les sentinelles et les meneurs, lance un caillou pour détourner un guetteur. Mets un zombie au sol par derrière et cache-le avant qu'un autre ne le découvre. Aide les survivants: mène un groupe à travers la campagne, rends son doudou à Nina, préviens un refuge avant l'attaque. Explore: des traces du monde d'avant, des pièces détachées… et un vieux talkie-walkie qui, réparé, capte peut-être quelqu'un. Jeu d'infiltration en 3D à la troisième personne, style cartoon, sans gore. Survie…
Frequently asked questions
Is Entre deux mondes free to play?
Yes. It costs nothing to play and runs as an HTML5 game inside a browser, so there is no purchase to make before clicking play. The version available now is a demo rather than the finished game.
Do you die when the zombies catch you?
No. Hunger and fatigue form a gentle survival layer, but you never die. Being caught means struggling free and running, so a failed crossing costs position and momentum rather than the run itself.
How much of the game can be played now?
The demo contains the prologue and the first three chapters. The full game remains in development, and comments from players are intended to decide what the studio builds next.
Which inputs are supported?
Keyboard and mouse with ZQSD or arrow keys, a gamepad in Switch or Xbox layout, and a touchscreen. Shift runs, X crouches, C disguises, E interacts, and holding F aims a stone.
Is there gore or graphic violence?
No. The art is cartoon 3D and the game is built without gore. The threat comes from being noticed, not from what appears on screen.
What languages are available?
French and English are both supported, covering the prologue and the first three chapters that make up the current demo.
What games are similar to Entre deux mondes?
The closest matches on DebutPlay are Shadows of the Arcane, Cat abdutor, Farmer Survivors. They share the same genre, so the controls and the pace carry over.
Something wrong or missing? Tell us. How we test games.



