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Arcade › Bunker Shift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Navy Ship T-AKR-306 built it with Cinevva, so it works on a phone or a tablet too.
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Bunker Shift was built by Navy Ship T-AKR-306 with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Bunker Shift opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a single-screen, responsive 2D browser horror-control game titled “Bunker Shift.” Use an HTML canvas filling the viewport for the scene, with a dark underground-facility aesthetic: near-black blue background, subtle blue radial/vertical gradients, faint horizontal scanlines and cyan panel-grid lines, thin glowing cyan borders, and occasional TV-static speckles. The game is an original bunker night-shift survival game, not a direct clone of any existing horror title. At launch, show a full-screen translucent black overlay with a centered dark navy panel outlined in muted cyan. The panel title is uppercase “NIGHT SHIFT,” followed by the intro text explaining that this is an original 2D horror-control game with an underground-facility vibe. Show these exact instructional ideas as bullets: switch rooms with bottom tabs; use Shock Pulse in Gallery when the dancer gets close; use Seal Vent Door when the crawler is near the vent exit; go to Breaker and use Reroute Power before the power crashes. Include a small desktop/mobile instruction and a full-width “Start Shift” button. Starting (or restarting) initializes a 120-second shift at 12 AM, 100% power, the Hub room, Gallery threat 12, Vent threat 8, and a status message telling the player to keep both threats in check. The HUD stays over the canvas and is touch-safe. At the upper left, put a dark translucent bordered readout titled “BUNKER SHIFT” with Time, Power, and Status fields. Time progresses from 12 AM through 1 AM, 2 AM, 3 AM, 4 AM, 5 AM to 6 AM over the 120-second shift (each 20 seconds is an hour). At the upper right, put a matching “THREAT FEED” readout showing Gallery and Vent threat as words: Low below 30, Rising below 60, High below 85, and Critical at 85 or above, plus Current Room. Status normally says “Monitoring,” changes to “Power Critical” below 25% power, and on completion/failure says “Shift Clear” or “Lost Signal.” Center a bordered message panel above the controls for contextual alerts. Along the bottom show five room tabs: Hub, Gallery, Vent, Breaker, Elevator; highlight the current tab green. Beneath them show four large buttons: “Shock Pulse,” “Seal Vent Door,” “Reroute Power,” and “Flash Beacon.” Buttons should be disabled when their contextual action is unavailable and visibly dimmed; preserve large hit targets for mobile. The player does not move an avatar directly; they monitor rooms by switching views. Number keys 1–5 should also switch rooms (Hub, Gallery, Vent, Breaker, Elevator), and keyboard shortcuts should be supported: Q Shock Pulse, W toggle the vent door, E Reroute Power, F Flash Beacon. Include short synthesized UI beeps when audio is available. Render these distinct room views in the canvas: - Hub: a central dark blue rectangular control/facility chamber, with a central vertical structural strip, two dark side recesses, blue wire bundles curving from top to bottom, and a yellow/black warning strip near the lower area. Label the scene “CENTRAL HUB.” - Gallery: a dark purple observation room with a large outlined glass window. Draw a simple glowing stick-like dancer behind/on the glass: circular head and angular body/limbs. Its size and vertical closeness increase with Gallery threat; use cyan/blue glow at lower threat and pink/red glow above 82. Label it “OBSERVATION GALLERY.” - Vent: show nested cyan rectangular vent frames receding toward the center, a glowing radial flashlight cone when active, and a simple circular crawler with radial legs/spokes that grows larger as Vent threat rises. Use blue glow normally and pink/red glow at high threat. If the vent door is sealed, overlay a reddish translucent rectangular door panel and border. Label it “VENT ACCESS.” - Breaker: show a brown/orange breaker array with three rows by four columns of dark panels and flickering amber indicator lights. Include a vertical power meter whose fill reflects current power. Label it “BREAKER ARRAY.” - Elevator: show a dark teal service elevator shaft/door with a cyan-lit central strip, wiring, and a digital-looking current time display. Label it “SERVICE ELEVATOR.” Core survival simulation: continuously drain power. Base drain is 0.24 power units per second; add 1.0 per second while the vent door is sealed, 0.45 while the beacon is active, and 0.08 while viewing Gallery. Gallery threat rises randomly at approximately (3.4–5.4) per second, multiplied by a danger factor that grows from 1 at the start to 1.75 near the end; viewing Gallery reduces this growth to 55%, and during the final 45 seconds multiply it by 1.18. Vent threat similarly rises randomly at approximately (2.7–4.5) per second with the same danger factor; viewing Vent reduces growth to 72%, and an active beacon reduces it to 15%. Shock Pulse is usable only while viewing Gallery and has a 4-second cooldown. It costs 8 power and, when Gallery threat is above 34, reduces it by 46 points; otherwise it reports that it hit an empty gallery. Seal Vent Door toggles the door. When closed, it lasts at most 5.5 seconds, draws the extra power, and if Vent threat reaches 97 while sealed, reset Vent threat to 18, reopen the door, and report that the crawler slammed into the sealed door and fell back. If the timer expires normally, automatically reopen it with a power-saving message. Flash Beacon costs 5 power, lasts 2.5 seconds, and if Vent threat is above 22 reduces it by 22; it is unavailable while active. Reroute Power is usable only in Breaker, has a 10-second cooldown, restores 24 power up to 100%, and increases Gallery threat by 7 and Vent threat by 5, with a message that power stabilized but time was lost; disable it when power is above 94. Failure conditions: power reaching 0 causes a dark-bunker failure; Gallery threat reaching 100 means the dancer reaches the control glass; Vent threat reaching 100 while the vent door is open means the crawler bursts out behind the player. Stop the shift, show a dark translucent canvas overlay reading “SYSTEM FAILURE” and “Press R to retry,” update the HUD to Lost Signal, and open a centered retry overlay titled “SYSTEM FAILURE” with a message about keeping the bunker online until 6 AM and a “Retry Shift” button. If the timer reaches 0 before a failure, stop the game and win: show a green “SHIFT COMPLETE” canvas message and a centered overlay titled “SHIFT COMPLETE,” explaining that the player made it to 6 AM, with a “Play Again” button. Keep contextual message colors: cyan/green for successful actions, amber for warnings, and pale red for failure. Room changes should cause a brief static/noise transition and a small electronic beep; low power should add a subtle pulsing red screen tint, and room changes/high-threat events should add sparse white static speckles. Keep the presentation flat 2D, atmospheric, minimalist, and readable rather than using 3D graphics.