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Arcade › Last Broadcast

Last Broadcast

  • 3d
  • horror
  • survival
  • night-watch
  • arcade
  • choice-driven
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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. viktor.i.budyak built it with Cinevva, so it works on a phone or a tablet too.

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Nobody has said anything about Last Broadcast yet. Play it, then tell viktor.i.budyak what you would add next.

Make your own game

Last Broadcast was built by viktor.i.budyak 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 Last Broadcast 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 Last Broadcast

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 dark, atmospheric 3D horror night-watch game titled “Last Broadcast.” Present a fixed security-office viewpoint in Three.js or an equivalent real-time 3D engine: the camera sits behind/in front of a large wooden desk and looks down a dim abandoned family arcade office. The room has a broad dark floor, blue-gray walls, a ceiling with square panels, a back wall, side walls, a desk with a raised monitor panel, and black doors on the far left and far right. At the back of the room, include Halloween-themed set dressing visible in the gloom: an arched structure and fence gate, a coffin on the left, and a skull candle on the right. Use near-black surroundings, blue-violet moon/office lighting, soft fog, shadows, and occasional red warning illumination for a restrained cinematic horror look. Do not add a visible player character or free movement; the viewpoint remains fixed while the player operates the security station through the HUD.

On launch, show a full-screen modal overlay with a subtle blue radial glow and a rounded dark navy card outlined in muted violet. The card says “ORIGINAL HORROR NIGHT WATCH,” has the large title “Last Broadcast,” and the description: “A clean, glitch-free security shift in an abandoned family arcade. Survive the signal storm, uncover the truth, and reach one of three endings.” Include a green “Start the shift” button. Once started, hide the modal and run the shift for approximately 75 real-time seconds.

Build a top HUD over the 3D scene. At upper left, show a dark translucent status panel with a large accelerated clock starting at “12:00 AM,” plus a line reading “Power 100% · Signal stable.” The clock advances during the shift according to the game’s accelerated timer. At upper right, provide buttons: “Monitor,” “Left door,” “Right door,” “Flashlight,” and “Save log.” Buttons are dark blue with rounded corners and violet borders; use green styling for positive actions and muted red styling where appropriate. At the bottom center, show the hint: “Watch the halls. Keep the doors shut only when something is close. The final choice decides the ending.”

Implement these exact station interactions and resource rules: Monitor toggles on/off, changes its label to “Close monitor,” brightens the monitor panel, and drains power faster while active. Flashlight toggles on/off, changes its label to “Dim flashlight,” and brightens the office while draining a smaller additional amount of power. Left door and Right door each toggle between open and shut, changing their labels to “Open left door” or “Open right door” when shut; visually lower/scale the corresponding door when closed. Each door toggle has a small power cost, and having either door shut reduces the current threat level. Save log increments a log counter and increases signal progress, while displaying the message “Log saved: the voice in the signal is asking for help.”

During the shift, continuously drain power from 100% based on elapsed time, with extra drain from the monitor and flashlight; never allow the displayed power below 0%. Continuously increase signal toward 100%; show “Signal unstable” once it passes roughly 70%, otherwise “Signal stable.” Maintain an unseen oscillating threat value driven by time and signal. If either door is shut, substantially reduce that threat. If power falls below roughly 18%, increase threat. Use the threat to activate a red warning glow near the back of the room when it is high, but do not invent enemies, combat, weapons, scoring, health, or player movement—the source game only exposes environmental tension through lighting and station controls.

After the shift timer reaches about 75 seconds, stop gameplay and show the modal again with the heading “The shift is over” and text: “The clock hits 1:15 AM. The signal is clear enough now: choose how this story ends.” Present exactly three large choices in a responsive three-column layout on desktop and one column on narrow screens: green “Run for the exit,” neutral blue “Answer the broadcast,” and red “Seal the arcade.” Selecting them immediately shows the corresponding ending and removes the choices: 
1) “Ending 1 — Dawn Run” with “You make it through the service tunnel as the arcade wakes behind you. No glitches. No missing frames. Just one last light turning on.”
2) “Ending 2 — The Voice” with “You answer the broadcast and guide the trapped night guard to the exit. The mascots go quiet, and the final log completes itself.”
3) “Ending 3 — Quiet Lockdown” with “You seal the arcade before the signal can spread. The building is safe, but the last message keeps blinking on your monitor.”
After an ending, offer a “Play again” button that reloads/resets the game. Make the interface responsive and touch-friendly, with translucent panels, blur, soft shadows, high-contrast pale text, and a clean modern horror UI matching the supplied screenshot.

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