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Iron Nights

  • 2d
  • horror
  • stealth
  • top-down
  • survival
  • industrial
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. dragon14mstr built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Iron Nights yet. Play it, then tell dragon14mstr what you would add next.

Make your own game

Iron Nights was built by dragon14mstr 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 Iron Nights 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 Iron Nights

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 “Iron Nights” as a playable top-down 2D horror-stealth game rendered with a flat orthographic camera. The setting is a cold, derelict steel factory shown from above: a dark blue-gray rectangular floor enclosed by thick walls, interior wall partitions, blocky machines, catwalk strips, ceiling light panels, and industrial conveyor belts with animated pale-blue moving stripes. Use a restrained industrial horror palette—steel blue, charcoal, cyan accents, deep blue-black darkness, and red emergency tones around the monster. Add a subtle fog, vignette, scanline-like overlay, and occasional camera shake when danger is near.

Build the currently playable experience as Night 1 of a five-night structure. The game begins on a centered title/instruction overlay reading “IRON NIGHTS,” with the Night 1 premise: start in a lit factory, find the flashlight, survive the blackout, restore three breakers, and reach the shutter. Explain that Junior hunts only when he sees the player and that vents and corners help. Begin on click/tap; show an industrial HUD at the top with “Night 1 / 5,” the current task, “Breakers: 0 / 3,” and status. Keep an inventory strip visible, initially reading “Inventory: Empty,” plus a bottom control hint.

The playable map should be a large top-down factory floor. Start the human player in the upper-left entry wing around (-38, 26), represented by a simple stylized human assembled from flat geometric body parts: light torso, peach circular head, arms and legs, a shadow, and a walk-cycle animation. The player should face the mouse cursor, with the body rotating toward the aim direction. Movement uses WASD or arrow keys, with normalized diagonal movement and collision against all walls. The mouse aims the flashlight. Holding Shift focuses the flashlight: make its cone brighter and longer, but slightly slow the player. Press E to interact.

Place the only pickup, a glowing pale-yellow flashlight, near the upper-left start area around (-34, 24). Before it is collected, keep the factory brightly lit and show the objective “Task: Find the flashlight” and status “Factory lit.” Pressing E nearby adds “Flashlight” to the inventory and triggers a short centered blackout message: “Blackout — You grabbed the flashlight — and the factory lights died with it. Now all you have is what you can carry.” Pause until the player clicks to continue. Then dim the ambient and top lights, darken the floor and walls, increase fog, and make the flashlight beam the primary visible navigation aid. Render the beam as a soft pale cone/wedge aimed at the mouse, normally about 11 world units and about 15 while focused. Apply a strong darkness layer and vignette, while still leaving faint factory geometry visible.

After the blackout, activate the three breaker panels automatically by approaching them, provided the player has the flashlight and is not hiding. Place them at approximately (-30, 24), (0, -2), and (30, -22). They should begin as dull gray-blue square panels with a faint cyan pulse and turn bright cyan/teal when activated. Each activation increments progress, adds score, and updates the HUD from “Task: Restore 3 breakers” toward “Breakers: 1 / 3,” “2 / 3,” and “3 / 3.” Once all three are active, change the objective to “Task: Reach the security shutter.” Put a tall shutter door at approximately (38, -26), with an unpowered blue-gray look that turns brighter cyan and glows when unlocked. When the player gets close to the unlocked shutter, finish Night 1.

Include four moving conveyor belts as real movement hazards/terrain: horizontal belts around (-22,12), (22,12), (-10,-16), and (22,-16), with alternating opposite directions and visible animated light-blue stripes. When the player walks on one, it pushes the player along its direction and can push them into bad positions or walls. The factory should contain the visible wall and machine layout suggested by the reference: thick outer boundary, horizontal barriers across the upper, middle, and lower areas, vertical partitions, broad dark machine blocks, perimeter catwalk strips, and ceiling-light rectangles. Use collision for walls, while machines/catwalks serve primarily as visual factory dressing unless they are explicitly made solid.

Add three dim cyan vent hatches as hiding locations: “Lower Service Vent” around (-36,-22), “Cooling Vent” around (2,-26), and “Upper Line Vent” around (28,22). When the player with the flashlight is close and presses E, enter the nearest vent: place the player at the hatch, stop movement, make the player semi-transparent/smaller, reduce the flashlight visibility, and show status “Hidden in [vent name]” with hint “Press E to leave the vent.” Press E again to exit, placing the player just to the right of the hatch. Junior cannot detect or catch the player while hidden. Vent hatches should glow cyan more strongly for the currently occupied vent.

Add one monster, Junior, for Night 1. Represent him as a dark red circular human-threat marker with a pulsing red emissive glow; when chasing, scale him slightly and intensify the glow. Start him near (18,20). He patrols a fixed route through the factory at medium speed, visiting points around (24,22), (24,8), (8,8), (8,-14), (24,-14), and (34,6). Give him a forward-facing vision cone: roughly 22-unit detection range, about a 112-degree field of view, and walls block line of sight. Junior should only become active after the flashlight has been collected. If he sees the player outside a vent, change status to “Junior sees you,” enter chase mode, pursue at a faster speed, and remember the player’s last seen location. If sight is broken, switch to a brief search state, move to the last seen point for a few seconds, then return to patrol. Show a translucent red vision wedge/cone while the flashlight phase is active; use stronger red and danger camera shake during a chase. If Junior reaches the player outside a vent, fail the night.

Failure should pause the game and show a centered overlay titled “Caught,” explaining that Junior spotted the player and closed the distance, with “Press R to restart Night 1.” Restart resets the player, monster, flashlight pickup, inventory, breaker states, lighting, and score. On success, show “Night 1 Clear,” state that the flashlight was found, blackout survived, breakers restored, and Junior escaped, then say “Night 2 unlocked” and “Press R to replay Night 1.” Update the HUD status to “Night clear,” but do not implement additional Night 2 gameplay; retain the five-night counter and continuation message as a structural placeholder.

Add understated synthesized industrial sound effects if audio is available: footsteps while moving, a pickup/blackout sting, breaker activation tones, vent enter/exit sounds, danger pulses near Junior, and distinct caught/clear stings. Keep the UI minimal and industrial: translucent nearly black panels with thin blue-gray borders, uppercase/letter-spaced labels, pale gray-white text, and a centered translucent message card. Support responsive display and include a touch-oriented presentation with a virtual joystick and Use/Focus buttons if implementing mobile controls, while preserving the keyboard/mouse controls as the primary behavior.

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