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Night Shift

  • 3d
  • first-person
  • survival-horror
  • office
  • timed-defense
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. Suzanne Higgins built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Night Shift yet. Play it, then tell Suzanne Higgins what you would add next.

Make your own game

Night Shift was built by Suzanne Higgins 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 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 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 first-person 3D survival-horror office game titled “Night Shift: Office Watch.” Use a dark, nearly black stylized low-detail 3D aesthetic with blue-gray edge lighting and sparse illumination. The player is inside a small enclosed office, viewed through a perspective first-person camera starting near the back of the room at eye height, facing a desk. The room is approximately 12 by 10 units with dark walls, floor, and ceiling, and has a large framed window centered in the wall behind the player. The window is dark blue/black glass and has a small glowing yellow shock button mounted to its right. Put a desk in front of the player with a brown rectangular top and four legs; on it place a small spinning metal desk fan on the left, a pale drink cup, a small dark desk camera with a glowing blue lens, and a red popcorn bucket with a pale popcorn top. Include tall framed door panels at the far left and far right sides of the office. Use simple box-shaped enemies with separate box heads and bodies, no realistic likenesses: Freddy is brown and appears at the rear window, Bonnie is blue/purple and appears at the left door, Chica is yellow and appears at the right door, and Foxy is orange and runs from the front/back hallway marker toward the window. Enemies are normally invisible and only become visible during their threat events.

The core goal is to survive as long as possible; display a large top HUD with status text such as “Click to lock mouse • Survive” and a time/score counter that starts at 0 seconds and increases continuously. At the bottom provide large dark rounded rectangular control panels with blue outlines and readable labels/buttons for TURN, FLASHLIGHT, LEFT FLASH, RIGHT DOOR, SHOCK, and CAMERAS, plus a controls hint: WASD move, mouse look, F flashlight, E cameras, Q turn. Pointer-lock the mouse when the canvas is clicked; mouse movement looks around. WASD permits limited movement only while in the normal office view, clamped to a small area near the back of the room. F toggles a camera-attached white spotlight, E toggles camera mode, and Q performs an instant 180-degree turn. The UI buttons must perform the same actions. Clicking the desk camera also enters/exits camera mode. Clicking the window while the flashlight is on gives a window flash but does not repel the window threat; clicking Bonnie at the left door while the flashlight is on counts as a Bonnie flash; clicking the shock button invokes shock.

Implement these timed threats and exact counterplay. Freddy appears at the window after a random initial delay of 6–12 seconds, remains for 6.5 seconds, and must be stopped with SHOCK or the player loses with “Freddy got in through the window.” Bonnie appears at the left door after 5–11 seconds, remains for 7 seconds, and requires four separate flashlight flashes using LEFT FLASH or clicking his visible body; show progress such as “Flashed Bonnie (1/4),” then make him retreat and schedule another random appearance 9–15 seconds later. If he is not flashed four times before his deadline, lose with “Bonnie forced the left door.” Chica appears at the right door after 7–13 seconds, remains for 7 seconds if the door is open, and must be countered by toggling RIGHT DOOR closed. Keep it closed for about 1.2 seconds, then Chica leaves and the door can be reopened; if the open door remains unprotected through the deadline, lose with “Chica got in — the right door was open.” Show the door state as RIGHT DOOR: OPEN/CLOSED. Foxy is driven by camera neglect: after 17 seconds without checking cameras, he starts a 4.5-second visible run from a front hallway marker toward the window, smoothly interpolating along the room; during the run or during his 1.2 seconds at the window, SHOCK stops him and resets camera-neglect grace time. If he reaches the end and is not shocked, lose with “Foxy smashed the window.” While cameras are active, continuously reset the camera-check timer.

Camera mode should reposition the view to a higher angle near the desk/front of the room looking toward the desk and office, show a prominent monitor/camera overlay and status text “Cameras up — watch the halls,” and prevent normal movement. Exiting restores the normal office view. When entering cameras, include a rare 6% chance of a Golden Freddy block: show a blocking overlay obscuring the feed; if the player remains in this blocked camera state over 5.5 seconds, lose with “Golden Freddy overwhelmed the feed.” Exiting cameras clears the block. Include a game-over panel with the reason and a Restart button; restarting resets time, threats, door, camera state, visibility, and overlays. Add subtle ceiling-light flicker and continuously rotate the fan blades. Use ambient blue light, a weak point ceiling light, dark materials, shadows, emissive blue camera lens, transparent dark-blue window glass, and the flashlight as a narrow white spotlight attached to and aimed along the player camera. Keep the presentation sparse and ominous, matching a mostly black screenshot where only faint desk props and enemy silhouettes are visible.

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