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FazShift

  • horror
  • strategy
  • simulator
  • mobile
  • 3d
  • fnaf-inspired
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. RG Keegan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about FazShift yet. Play it, then tell RG Keegan what you would add next.

Make your own game

FazShift was built by RG Keegan 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 FazShift 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.

Read the build brief for FazShift

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.

Recreate “FazShift” as a mobile-first, FNAF1-inspired 3D simulator where the player controls animatronics trying to catch a guard before 6 AM. Use a dark, moody Three.js office scene behind the interface: nearly black/navy foggy environment, a low dark desk in front, shadowy walls on the left, right, and rear, a small blue monitor on the desk, and blue door indicator lights on both sides. Add a subtle camera bob. The game is primarily operated through a large mobile HUD and bottom control panels rather than direct character movement.

At the top, show three rounded dark navy HUD pills for Time (starting at 12:00 AM), Power (100%), and Faz-Coins (1500), then smaller pills for Guard status (“Watching cams” or “Cameras down”), Doors (“L:Open / R:Open”, with Closed or GLITCH states), and the guard’s current camera (initially E. Hall). Beneath them, show a wide rounded notification/log bar. Start each night with the message “New night. Hunt the guard before 6 AM.” Time advances from 12 AM to 6 AM, with each in-game hour lasting 30 real seconds. If the guard reaches 6 AM, show a “GUARD SURVIVED” overlay and restart on confirmation. The guard has 100 power; baseline power drains over time, with extra drain from cameras, closed doors, Endo presence, stress, Freddy drain mode, and other attacks. If power reaches zero, the animatronics win and receive +600 Faz-Coins.

Use three bottom tabs: Control, Shop, and Upgrades. Control should contain a “Your Animatronic” selector, Toggle Map and Mechanic buttons, an Actions section with Move, Ability, Special, and Kill buttons, and a Quick section with Foxy Fake-Out, Freddy Drain, and System Crash buttons. The Kill button is disabled/labelled “Kill (Office)” unless the selected animatronic is currently in the Office. Include a clean rounded dark navy UI with thin blue borders, pale blue/white bold text, and bright blue active outlines, matching a compact portrait mobile layout.

The player begins owning only Endo-01, with 1500 coins. The shop sells the other animatronics: Bonnie for 800, Chica for 750, Foxy for 1000, Freddy for 1200, and Golden Freddy for 2500. Each shop item displays its role and difficulty and changes to Owned after purchase. The upgrades tab applies per-animatronic upgrades with scaling cost starting at 200 coins: Move Speed, Cooldown, Stealth, and Power Drain. Show the current upgrade cost and deduct coins when purchased.

Implement the office map toggle as a translucent in-world “CAM MAP” panel. It should depict connected nodes and labels for Stage, Dining, W. Hall, W. Corner, E. Hall, E. Corner, Kitchen, Pirate Cove, and Office, with paths between the left and right routes, Pirate Cove, and Kitchen. Highlight the guard’s selected camera and place colored dots for owned animatronics: E, B, C, X, F, and G.

Implement these actual animatronic rules and routes:
- Endo-01 (Support, Easy) starts in Dining. Move randomly among Stage, Dining, both halls/corners, and Kitchen; its Ability temporarily stalls camera switching through interference; if the guard ignores Endo long enough, trigger a short non-lethal office scare that forces cameras down.
- Bonnie (Flanker, Medium) follows Stage -> Dining -> W. Hall -> W. Corner -> Office, with probabilistic forward/backward movement. Ability is Door Jam, temporarily preventing the left door from closing. If Bonnie enters the Office while the left door is open, jammed, or doors are glitched, the player wins; otherwise Bonnie bounces back to W. Corner. Bonnie’s Kill action uses a snapshot of the left-door state.
- Chica (Distraction, Easy) follows the corresponding right route Stage -> Dining -> E. Hall -> E. Corner -> Office. Ability is Kitchen Noise Spam, disabling guard audio for 10 seconds. Chica gets faster when the guard repeatedly checks cameras near her. She wins on office entry if the right door is open or glitched, otherwise falls back to E. Corner. Her Kill action checks the snapshotted right-door state.
- Foxy (Rushdown, Skill-Based) starts in Pirate Cove. His charge rises when Pirate Cove is ignored and can also be increased with Move; Ability triggers Sprint only at at least 55% charge. Resolve Sprint from the current right-door snapshot: an open/glitched door wins immediately, while a closed door blocks him but drains significant guard power. Special and the Quick Foxy Fake-Out make the guard panic, increase stress, and usually close the right door. Reset Foxy’s charge after sprint.
- Freddy (Closer, Hard) follows the right route but can Move only while cameras are down. He advances faster as guard power falls. At E. Corner, Ability/Quick Freddy Drain toggles Power Drain Mode, adding heavy continuous power drain. Freddy can win by entering the Office while cameras are down; if cameras are up, he falls back to E. Corner. His Kill action succeeds only when the selected snapshot says cameras are down.
- Golden Freddy (Wildcard, Very Hard) builds a Haunt meter through Move, Ability surges, low guard power, and camera activity. At 100%, teleport him into the Office for a short reaction window; the guard must flip the monitor/cameras quickly or the player wins. Golden Freddy may also trigger a temporary system crash. The Special and Quick System Crash buttons create a roughly 3.5-second camera/door glitch, making doors unable to function normally.

Use deterministic queued events for all lethal outcomes and snapshot the relevant state at input/event time so guard AI changes in the same frame cannot alter the result. The guard AI should autonomously toggle cameras, switch among the listed camera rooms, close doors when threats approach, reopen them when safe, react to Golden Freddy, and be affected by Endo interference, Foxy fake-outs, stress, and camera behavior. A successful lethal office entry, successful Kill action, Foxy open-door Sprint, completed Golden Freddy haunt, or depleted guard power displays a “YOU WIN” overlay with the reason and +600 Faz-Coins where applicable, then resets the night after OK. Include simple synthesized tones/noise on interaction if audio is enabled by the first tap or keypress.

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