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Five Nights of Kairi

  • 3d
  • survival-horror
  • office-defense
  • arcade
  • browser
  • first-person
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. Patricia Lane built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Five Nights of Kairi was built by Patricia Lane 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 Five Nights of Kairi 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 Five Nights of Kairi

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 browser-based 3D survival-horror office game titled “Five Nights of Kairi,” using a dark low-poly Three.js-style presentation with a fixed first-person security-office viewpoint. The player is seated behind a broad brown desk in a shadowy blue-black room, looking toward a back wall with three simple glowing colored poster/panel rectangles (purple on the left, teal in the center, muted red on the right). Place large dark side hall openings on the far left and right, tall metallic gray-blue security doors at both side entrances, and a blue glowing computer monitor centered on the desk. Use sparse cold blue ambient/directional lighting, deep shadows, fog, and a subtle full-screen CRT scanline overlay. The screenshot’s visible geometry is intentionally simple and blocky rather than detailed or photorealistic.

The game loop is an office-defense survival shift. Begin with a title/start overlay explaining that the player must watch the halls, manage power, and survive until 6 AM. There are five sequential nights; each night lasts 160 seconds and the HUD should show the current Night number, time beginning at 12 AM and advancing through 1 AM to 6 AM, and Power beginning at 100%. Completing a night shows a result overlay, advances to the next night, and makes later nights harder. After Night 5, show “You Beat Five Nights of Kairi,” then allow playing again from Night 1.

Implement two independent randomized threat lanes, left and right. Each threat advances in discrete randomized steps from progress 0 to a maximum of 4, with higher movement speed/difficulty on later nights. The threat can sometimes advance by two steps, and camera use slightly increases its movement rate. Represent approaching threats as blocky humanoid figures: box torso, square pale head, dark hair/fringe, pale rectangular arms, black legs/boots, dark shoulders, and red accent details including a horizontal red eye band and red tie. Keep the figures hidden while they are distant; as they approach, place them deeper in each side hall and make them larger/closer. Also show faint pairs/bands of glowing red eyes in the left and right halls whose visibility increases with threat progress. When a threat is close (progress 2 or higher), holding that side’s light reveals/boosts its visibility and displays a message such as “Left hall movement detected.” At progress 3 or higher, display a warning that the side is getting close.

Give the player five controls along the bottom HUD: Left Light, Left Door, Camera, Right Door, Right Light. Left and right light controls are momentary: hold them on desktop or mobile to illuminate/check that hall, and release to turn them off. The left and right door controls are toggles: pressing one smoothly lowers/closes its tall side door, pressing again raises/opens it. The Camera control is a toggle that changes the view toward the central office/monitor with a pale translucent blue camera-feed overlay and dims the room; it is not a room map. While the camera is up, doors are the last defense. Support desktop keyboard controls A = hold left light, S = toggle left door, C = toggle camera, K = toggle right door, L = hold right light. Support mobile by tapping/holding the light buttons and tapping the door/camera buttons.

Power is limited and continuously drains while the night runs: use a small baseline drain, with additional drain for each closed door, each active light, and the camera; later nights also have a slightly higher baseline drain. Display the remaining percentage in the HUD. If power reaches 0, trigger a blackout: turn off/open both doors, turn off both lights and the camera, darken the office almost completely with a flickering black overlay, show “Power out. Stay quiet.”, and after a short delay of about 4.2 seconds defeat the player with the message that Kairi got in during the dark.

Threat defense must work as follows: when a threat reaches progress 4 while its corresponding door is closed, prevent the attack and gradually force that threat to back away; occasionally report that the door held. If it reaches progress 4 while the corresponding door is open, start an attack timer and defeat the player after about 1.15 seconds, showing a red jumpscare-style lighting effect and a result overlay titled “Caught in the Office,” explaining which hall was left open too long. Reaching the end of the 160-second shift wins even if threats remain, showing “Night Complete” (or the all-five-nights victory message). Disable gameplay controls after victory, defeat, or blackout. Include contextual status messages in a centered translucent panel, such as the initial instruction, camera status, door sealed/opened status, hall movement, and power warnings.

Use a polished responsive HUD over the 3D scene: translucent navy panels with thin pale-blue borders, white text, muted blue-gray secondary text, red styling for door buttons, and yellow/gold active styling for lights/controls. Put the title and “Hold the office until 6 AM” in a top panel, stats on the right, message panel near the center, and controls at the bottom. On narrow mobile screens, arrange controls in a two-column grid with the Camera button spanning both columns, and stack the title/stats panel vertically. Add subtle mouse-look/pointer movement and idle camera bob while retaining the office viewpoint. Keep the atmosphere tense and minimal: cold security-room palette, red glowing eyes, soft fog, simple geometry, scanlines, and no extra rooms, weapons, audio, inventory, map, or features beyond the described office survival mechanics.

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