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Kranf: Night Shift

  • 3d
  • first-person
  • horror
  • stealth
  • retro
  • office
  • survival
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. Francis Howard built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Kranf: Night Shift yet. Play it, then tell Francis Howard what you would add next.

Make your own game

Kranf: Night Shift was built by Francis Howard 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 Kranf: Night 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.

Read the build brief for Kranf: Night Shift

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 playable first-person retro low-resolution 3D horror game titled “KRANF: NIGHT SHIFT.” Use a Three.js-like first-person perspective with a chunky PS1/N64 aesthetic: render at a small internal resolution and upscale with nearest-neighbor/pixelated edges, vertex snapping/jitter, simple box geometry, procedural noisy textures, and fog. The setting is a 30-by-30 office building at night, laid out as a maze of rooms and corridors with gray-blue textured walls, some muted reddish-brown interior divider walls, a dark speckled carpet floor, a tiled drop ceiling, fluorescent ceiling panels, desks with beige tops and legs, blue office chairs, CRT-style monitors with blue screens, filing cabinets, plants, water coolers, and cubicle divider panels. Begin with bright cold fluorescent lighting, pale gray-blue background/fog, and a centered dark overlay menu: red “KRANF,” “NIGHT SHIFT,” story text explaining that the office lights are on but after doing one task Kranf hunts in the dark, movement instructions, and a cyan outlined “ENTER THE BUILDING” button. Clicking the button starts the game and captures the mouse; support WASD or arrow-key movement, mouse look, E to interact, Shift to run, and Escape to release the mouse. There is no jumping.

The player is a first-person invisible avatar starting near the “REBOOT SERVER” task in the office. Show a persistent pixel-font HUD: top-left “TASKS 0/6,” below it the objective “Complete all tasks, then escape through the COOL DOOR.”, a tiny cyan crosshair at screen center, a centered interaction/message area, and bottom-center “STAMINA” above a bordered cyan/green stamina bar. Bottom-right help reads “WASD move · SHIFT run · E interact” and “click to capture mouse · ESC release.” Running raises movement speed from walking speed to approximately 7.2 and drains stamina; walking is approximately 4.6 and stamina slowly regenerates. Prevent movement through walls using collision.

Place six interactable boxy console/task stations around the office, each with a dark top and a pulsing green screen. The six labeled tasks are: REBOOT SERVER, STAMP PAPERS, FIX COFFEE MACHINE, UNCLOG PRINTER, FILE REPORTS, and LOCKER COMBO. Interact only when close (about three world units) and generally facing the station; show “[E] DO TASK” nearby and, after interaction, display “[TASK NAME] DONE!” briefly, turn that station’s screen dark, and increment the HUD counter. Do not allow completed tasks to be repeated.

The first completed task triggers the horror event: all office lighting gradually dims from bright to very dark, the fog and background transition to near-black, ceiling lights become almost useless with occasional flicker, and monitor screens become nearly black-blue. A tall, very thin, block-built humanoid hunter named Kranf appears in the building: black/dark body and long limbs, pale square head, and two bright red glowing eyes. Briefly show the message “THE LIGHTS DIED... KRANF IS LOOSE.” Kranf patrols through the office using a sequence of task-area waypoints, avoids walls, and uses line of sight. If he sees the player within roughly 26 units, or gets within about 4 units, he switches to hunting and follows the player at about 3 units/sec (faster, about 3.4, when very close). If he loses sight beyond roughly 30 units, return him to patrol. If he reaches within about 1.3 units, end the game immediately.

While Kranf is active, add a red warning vignette around the screen that becomes stronger as he approaches. Keep the environment very dark but preserve the red eyes and the HUD. The hunter should bob slightly as he moves. Kranf’s patrol route should visit positions near the task locations, and walls should block his sight. The office should have perimeter walls and interior partitions forming connected halls and offices; use an exit gap/door in the perimeter as the COOL DOOR. The door begins locked and red. After all six tasks are complete, change the HUD to indicate “EXIT OPEN,” turn the door green with a subtle emissive glow, and show “ALL DONE — GO TO THE EXIT!” The player must walk to the door and press E within about 2.2 units to win. The door is at the perimeter exit around x=-15, z=-3.2 in the level layout.

When caught, show a full-screen dark overlay with red “CAUGHT,” the message “Kranf got you in the dark.”, the completed task count, and a “PLAY AGAIN” button. When the player escapes, show the same style overlay with green “YOU ESCAPED,” “You made it out before Kranf found you.”, the completed count, and “PLAY AGAIN.” Maintain a stark palette of black/navy darkness, fluorescent blue-gray office tones, cyan HUD text, yellow task messages, red danger/eyes, and green completed/exit states. Use simple geometric models and pixel-font presentation throughout; do not add weapons, combat, multiplayer, inventory, jumping, or features beyond this task-and-escape stealth chase loop.

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