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Midnight Shift

  • 3d
  • first-person
  • horror
  • survival
  • exploration
  • mobile-friendly
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. Dmytro Shvets built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Midnight Shift yet. Play it, then tell Dmytro Shvets what you would add next.

Make your own game

Midnight Shift was built by Dmytro Shvets 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 Midnight 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 Midnight 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 3D horror-survival game titled “The Midnight Shift” set in Hotel Asphodel. Use a dark, stylized haunted-hotel look: nearly black/burgundy wallpaper and carpet, dim warm amber wall lamps, heavy dark fog, gold/beige serif title and UI text, and a cold blue glow at the service elevator. The player is a night guard viewed through a 72-degree first-person camera, with subtle walking camera bob and a visible blocky/Roblox-like pair of sleeves and hands holding a flashlight near the bottom of the view. The hotel layout is a long, narrow, looping-feeling corridor with a carpet runner, dark floor, low ceiling, walls with repeated wood trim and lamps, numbered room doors alternating sides, lounge chairs, side tables, floor lamps, and potted plants. At the far end, place a service elevator with a metal door/grate, cold blue light, and a small elevator bay. Include a warmly lit vending-machine alcove partway down the hall; it is a safe zone where anomalies cannot enter and sanity slowly recovers. Use the supplied/ equivalent 3D assets where available: a Kenney vending machine, Kenney factory wide closed door for room/elevator doors, Kenney furniture-kit lounge chair/table/floor lamp/plant, a Quaternius Shaun character as the Bellhop, a Quaternius Ghost Skull apparition for the UV reveal, and a carpet footstep sound.

The core objective is to clear floors by walking to the service elevator. Begin at Floor 1 at 12:00 AM, with the player at the corridor entrance, and advance one hour and one floor each time the elevator is reached. Generate progressively longer corridors (approximately 60m on Floor 1, increasing by about 8m per floor). Rebuild the corridor for each floor and replenish some resources: flashlight energy increases by 18 up to its maximum, Polaroid film by 1 up to 4, and chalk by 1 up to 6. The player wins at 6:00 AM after clearing the sixth hour, with a message that daylight is reached. If sanity reaches zero, end the game with a dark-shift/game-over message.

Player movement must support WASD and arrow keys, with Shift to run. Running is faster but consumes stamina; walking/resting regenerates stamina, more quickly in the safe vending alcove. Support desktop and mobile controls: drag the canvas to look without browser pointer lock, use a virtual joystick for movement, and show touch action buttons. Clamp the player inside the corridor and prevent walking through walls. Play carpet footstep audio at intervals, with faster steps while running.

Implement these resources and tools. The HUD must show Floor, Time, Chalk count, Photos count, and three horizontal meters labeled LIGHT, STAMINA, and SANITY with numeric percentages. Start with roughly 88% flashlight energy, 100% stamina, 100% sanity, 5 chalk, 3 Polaroid photos, and 1 energy drink. F toggles the kinetic flashlight; it drains energy continuously (faster while UV is enabled), goes off when empty, and R cranks it to restore 24 energy but creates noise. U toggles the UV bulb only while the flashlight has charge; UV changes the beam to purple and reveals a bright purple hidden trail leading toward the elevator plus a floating purple Ghost Skull apparition. C places a persistent chalk mark/arrow on the floor ahead of the player, consuming one chalk. Space or the Photo button consumes one film, creates a brief bright camera flash and noise, and stuns/repels the Bellhop for about 4.5 seconds if he is nearby; otherwise the photo develops black. The Drink button restores stamina to 100 only while in the vending safe zone and consumes the single drink; otherwise display an explanatory message.

Include exactly the anomaly behaviors represented by the game: (1) Mimic Door: one otherwise black/blank door has no room-number sign. Approaching it drains sanity strongly and displays a warning to back away. (2) Corridor Stretch: occasionally triggers in the middle section of the hall, making fog denser and draining sanity. Solve it by turning the flashlight fully off and walking backward for roughly two seconds; then show that the corridor snaps back. (3) Bellhop: place the animated Shaun/Bellhop behind the player down the corridor. When the Bellhop is not safely lit/looked at, he moves closer; when the flashlight is trained on his face while he is in range and the player is facing him, he retreats. Keep the player’s flashlight trained on him and back away. If he gets very close, drain sanity rapidly. The safe vending light prevents him from entering. (4) Room 217 Bleed: place a red blood pool on the floor by a numbered room door; walking over/near it drains sanity and stamina, and show a warning to run past it. The remaining doors are ordinary numbered doors (around 201 onward), with visible beige/gold room-number signs.

Use a restrained first-person horror presentation: black/burgundy scene background, exponential dark fog, warm amber lamp pools, shadowed imported models, cold blue elevator light, and UV purple effects. Add a small central beige crosshair. The top-left title panel should read “HOTEL ASPHODEL // NIGHT SHIFT”; the top-right stats panel should show Floor, Time, Chalk, Photos. Put a translucent hint panel near the bottom center that changes contextually, such as safe-zone, UV, Bellhop, mimic, stretch, blood, or elevator guidance. Put a transient centered serif message near the upper-middle for events. The initial overlay should be a large dark translucent card with gold border, the title “The Midnight Shift,” text explaining that the player is the new night guard at Hotel Asphodel, that halls loop, doors lie, and the Bellhop moves when looked away, plus the goal to find the service elevator and survive until 6:00 AM, and a “Begin Shift” button. Keep the bottom/right action buttons labeled Light F, Crank R, UV U, Photo, Chalk, and Drink, and show a circular mobile joystick at lower left.

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