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Gece Vardiyası

  • 3d
  • first-person
  • horror
  • atmospheric
  • adventure
  • task-based
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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. Ömer Cihangir Acar built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Gece Vardiyası was built by Ömer Cihangir Acar 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 Gece Vardiyası 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 Gece Vardiyası

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 first-person 3D atmospheric night-shift game titled “Gece Vardiyası” (Turkish by default, with an English toggle). The player is a night watch/maintenance worker in an old apartment building, beginning in a small rest area beside a single bed and lamp. Use a dark, low-poly/primitive-styled 3D environment rendered with a perspective FPS camera, mouse look, WASD movement, pointer lock, shadows, fog, and moody blue-black nighttime lighting. The building is a compact connected layout consisting of a reception lobby, corridor, rest area, and a fuse-room alcove. Build a broad dark floor, gray walls, a burgundy carpet in the lobby, a reception counter/desk with chair and computer screen, a bed and round lamp in the rest area, a broom-like cleaning-supplies prop, a dirty patch on the reception floor, a black trash bag, an outside trash bin, a wall-mounted fuse panel, and an exit door. Use cool moonlight/ambient fill plus a warm point light over reception; the player can carry a forward-facing blue-white spotlight flashlight that starts off and illuminates the dark space when toggled. Include a subtle distant humanoid-like black silhouette at the far end of the corridor that only becomes relevant/visible after the fuse task and can flicker periodically while the player waits, creating understated supernatural tension rather than combat. There are no weapons or enemies to fight.

The core goal is to complete the ordered night-shift task list and make it to dawn: (1) wake in the rest area, (2) find the cleaning supplies, (3) clean the dirty area at reception using those supplies, (4) take the trash bag outside to the bin, (5) start the night shift at the reception computer, (6) check the apartment records on the computer, (7) check the fuse room, and (8) survive until dawn. Interactions are first-person center-screen raycast interactions, limited to nearby objects (about 2.4 meters), with an on-screen “E · interact” hint when looking at a usable object. Press E to interact. Picking up supplies adds a localized inventory item and removes/consumes it when cleaning; interacting with the dirty reception spot completes cleaning. Interact with the trash bag to pick it up, then the outside bin to deposit it. Interacting with the computer during the correct task starts the shift and shortly afterward completes the records task. Interact with the fuse panel to complete that task and reveal the corridor silhouette. Once the final task is reached, either survive roughly 75 seconds until dawn or use the exit door to finish; show a completion overlay titled “Şafak” with a message that the first night is complete while the reception computer records remain open. If the player interacts out of order, show contextual messages such as needing to find the supplies first, the trash not being present, or the computer being locked. Do not add combat, health, jumping puzzles, or invented mechanics.

Overlay a restrained dark glass HUD: top-left panel labeled “Mevcut görev” / “Current task” with the current objective, top-right status panel showing “Gece 23:40” and flashlight state, a tiny circular crosshair at screen center, contextual interaction hint near the bottom center, and temporary toast notifications for pickups, task completion, flashlight changes, and errors. Press I to open/close an inventory panel listing collected items; press Q to drop the last inventory item. Press F to toggle the flashlight. Press Escape to pause, release pointer lock, and show a pause modal with resume and language controls. The initial modal should dominate the view with the title “Gece Vardiyası,” the Turkish introduction “Eski bir apartmanda ilk gece vardiyan. Sakin görünmeye çalış — bina geceleri farklı davranıyor.”, buttons “Yeni Gece” and “Devam Et,” and a controls legend for WASD, mouse look, E interaction, F flashlight, I inventory, and Escape pause. Support “Yeni Gece” reset and “Devam Et” via local storage save state, and allow switching Turkish/English labels and task text. Style UI with near-black translucent panels, thin muted blue-gray borders, rounded corners, white-gray typography, amber/orange primary button and highlights, and a cinematic unsettling but minimalist night-watch atmosphere.

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