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Night Sector

  • ascii
  • roguelike
  • cyberpunk
  • turn-based
  • permadeath
  • exploration
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. Bryan Alexander Hodges built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Night Sector yet. Play it, then tell Bryan Alexander Hodges what you would add next.

Make your own game

Night Sector was built by Bryan Alexander Hodges 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 Night Sector 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 Night Sector

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 “Night Sector” as a playable browser game: a traditional turn-based ASCII roguelike presented as an open cyberpunk city. Use a nearly black night backdrop with a subtle animated Three.js-style neon skyline: translucent blue/purple building silhouettes, a faint perspective wireframe ground/grid, and scattered small glowing particles like rain or distant lights. Over this, center a dark glassy UI frame with a large left monospace map panel and a narrower right status sidebar. Keep the visual language restrained and atmospheric: dark navy/black translucent panels, thin blue-violet borders, pale lavender text, neon cyan/pink/gold/green accents, and glowing ASCII glyphs. The map viewport is 60 columns by 28 rows, centered on the player, while the underlying connected city is 120 by 72 tiles. Render the map in monospace ASCII with walls as #, streets as ., alleys as ,, plazas as ;, interiors as :, doors as +, the apartment/home tile as <, transit pads as >, and the vault as *. The player is @ in white. Items and enemies appear as colored ASCII symbols, with unexplored tiles hidden and previously explored tiles shown dimmed. Implement radius-based line-of-sight fog of war (base radius 11, increased by the Optic Visor), with opaque tower walls blocking visibility.

The run begins inside a hand-authored apartment in the residential district at the upper-left portion of the city. The player character is Tenant Zero, starting at 24/24 HP, level 1, XP 0/16, attack 3 plus a Pocket Blade (+1), defense 1, agility 8, 0 credits, and a Street Coat. Starting inventory contains a Med Patch (heal 10) and Energy Gel (heal 7). The city is connected by roads and alleys and contains five districts: Residences, Night Market, Arcade Strip, Service Undercity, and Corporate Heights. Include the visible named spaces represented in the code: neon laundromat, tea house, junction plaza, street clinic, arcade hall, night market/food court, ripper stall, repair depot, loading bay, maglev concourse, corporate forecourt, and a vault approach leading to the ghost vault. Put the Ghost Key quest item in the corporate vault at the far lower-right area. The win condition is specifically to find/pick up the Ghost Key and return to the apartment’s home tile alive.

Movement is grid-based, one tile per turn, with eight directions. Support arrow keys, WASD, HJKL, Q/E/Z/C diagonals, Y/U/B/N diagonals, and numpad 1–9; period waits a turn. Bumping into an enemy attacks it. Each player turn makes every enemy act once, then updates pickup/objective checks, visibility, rendering, and autosave. Add G to pick up items, I to open inventory, ? for help, and > / Enter / PageDown to travel forward or < / Backspace / PageUp to travel backward when standing on a transit pad. Provide a responsive mobile HUD on smaller screens: a 3x3 directional pad with a wait center button, plus Pick, Transit, Bag, and Help buttons.

Combat is simple deterministic-feeling roguelike combat with randomness: accuracy is based on attacker agility versus defender agility, clamped between 25% and 93%; attacks deal at least 1 damage based on attack, a 0–3 random roll, defense mitigation, and occasional critical hits, with player critical chance benefiting from agility. Enemies attack when adjacent and otherwise wander within/near their home district until they see the player, then pursue using eight-direction movement. Populate districts with the actual enemy families: Residences have Street Punks and Chrome Hounds; Night Market has Pickpockets and Noise Cultists; Arcade Strip has Hover Drones and Blade Tourists; Service Undercity has Scrap Runners and Dock Bruisers; Corporate Heights has Corp Guards and Hunter-Killers. Give them their shown ASCII letters/colors and escalating stats, from low-health street threats to stronger corporate guards and hunters. Killing enemies grants XP, can drop an item, and levels up the player when XP thresholds are reached: increase max HP and fully heal, raise agility, and periodically raise attack or defense.

Scatter the actual item families throughout districts: Med Patch and Med Foam healing items; Energy Gel and Synth Noodles food/rations; EMP Charges that damage up to three visible nearby enemies; Blink Chips that teleport to a random passable unoccupied tile; Street Knife, Shock Baton, and Mono Katana weapons; Patch Jacket, Impact Vest, and Carbon Weave Coat armor; Optic Visor trinkets that increase sight radius; and credits. Use an inventory capacity of 26 items. Inventory is an overlay list where letter keys a-z use or equip entries. Equipment slots are weapon, armor, and trinket; equipping replaces the previous item and returns it to inventory. Credits are shown separately in the sidebar. Picking up gold/credits can happen automatically after movement, while other items are explicitly collected with G.

The right sidebar should show Adventurer stats including current district, HP, street-cred/level, XP progress, attack, defense, agility, credits, equipped weapon, armor, optics, and changing objective (“Steal Key” then “Get Home”). Below it show Nearby information: current district and tile name, items at the player’s feet, and up to five visible hostile names with HP. Below that show a scrolling turn/event log with colored messages for movement, combat, misses, critical hits, pickups, healing, level-ups, transit, death, and the quest. Include a bottom hint bar listing controls. Add title, help, inventory, death, and victory overlays. The title overlay should explain the ASCII turn-based roguelike, fog of war, item pressure, and permadeath, and offer Enter to start, C to continue a localStorage save, and ? for help. Autosave after every turn; death or victory clears the save. On death show the killer/cause, turn, level, and credits, and allow Enter to start a fresh run. On victory show that the Ghost Key was brought home and the run summary, then allow a fresh run. Do not add shops, NPC dialogue, hacking, ranged weapons, factions, or other features not present in this specification.

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