Skip to content

Arcade › Night Shift 10

Night Shift 10

  • 3d
  • horror
  • survival
  • security-camera
  • arcade
0
Remix it Discord

5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Devan Ripatrazone built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Night Shift 10 yet. Play it, then tell Devan Ripatrazone what you would add next.

Make your own game

Night Shift 10 was built by Devan Ripatrazone 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 10 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 10

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 security-survival horror game titled “Night Shift 10,” set in a very dark, coldly lit security office inside a small pizza-arcade facility. The player remains at the office viewpoint, looking forward over a brown desk with three small dark monitors, with a left and right security-door opening in the foreground. Use a fixed perspective camera rather than free movement. The environment should be built from simple low-poly box geometry: connected rooms and corridors with dark floors, walls, ceiling trim, sparse furniture, and strong shadows/fog. Include a show stage at the rear, dining room on the left, arcade on the right, parts room far left, kitchen far right, a back hall, left hall, right hall, and the office. Add six simple dining tables, six arcade cabinets, door frames, and subtle yellow camera markers. Keep the overall appearance nearly black with blue-gray ambient/moonlight, faint red/green/blue accents, and a subtle animated static/noise overlay. When cameras are open, add full-screen scanlines, dark vignette, a camera title at the upper left such as “CAM 1 · Show Stage,” and “SIGNAL” at upper right.

The core loop is to survive from 12:00 AM to 6:00 AM. The shift lasts six in-game hours, with each hour lasting 20 real seconds, so the night lasts about two minutes. Display a top HUD with “Night Shift 10” at left, the current time in the center (“12:00 AM” initially, then “1:00 AM” through “6:00 AM”), and “Power 100%” at right. Power drains continuously: approximately 0.45 per second normally, 1.9 per second while the camera monitor is open, plus 1.25 per second for each closed door. At zero power, automatically open both doors and make the blackout dangerous; the player can then lose. Reaching 6:00 AM wins, hides the camera view, and displays a centered “6:00 AM” message with “You survived the shift.” and a Restart Night button.

Implement exactly ten selectable security cameras, shown in a camera panel above the bottom controls in a 5-by-2 grid on desktop and a scrollable two-column layout on narrow screens: CAM 1 Show Stage, CAM 2 Dining Room, CAM 3 Arcade, CAM 4 Left Hall, CAM 5 Right Hall, CAM 6 Parts Room, CAM 7 Kitchen, CAM 8 Back Hall, CAM 9 Left Door, and CAM 10 Right Door. The office HUD has three large bottom buttons: LEFT DOOR, OPEN CAMERAS, and RIGHT DOOR. Opening the monitor shows the camera panel and switches the 3D view to the selected camera. A BACK TO OFFICE button closes the monitor. Selecting a camera changes the view, highlights the selected camera button, and costs a small amount of power (about 0.35). Support touch/click and keyboard controls: C toggles cameras, A toggles the left door, D toggles the right door, number keys 1–9 select cameras 1–9, and 0 selects camera 10. Door buttons should change to OPEN LEFT or OPEN RIGHT when the corresponding door is closed, use a dark red closed appearance, and pulse brightly when an enemy is waiting at that unclosed door.

Add four original enemy animatronics represented by distinct animated low-poly humanoid mech models with subtle emissive color accents, not recognizable copyrighted characters: Bruno (orange/yellow), Lola (mint/green), Mox (red), and Stitch (purple). Load/use animated mech-like models with idle animation, make them cast shadows, and place them visibly at the current camera route location. Their routes must be: Bruno: Show Stage → Dining Room → Left Hall → Left Door; Lola: Show Stage → Arcade → Right Hall → Right Door; Mox: Parts Room → Back Hall → Left Hall → Left Door; Stitch: Kitchen → Back Hall → Right Hall → Right Door. On a route, each animatronic advances only along its listed cameras. Every five seconds, if it is not already at a door, give it a movement chance that increases with the hour (base approximately 0.18 plus 0.055 per hour, with a small per-enemy variation); watching the camera where it currently is should reduce that chance by about 0.12, so monitoring can slow movement but does not freeze it. Briefly flash/jitter the camera image when movement occurs.

When an animatronic reaches its final Left Door or Right Door position, the corresponding door must be closed in time. If the correct door is closed, after a short delay the animatronic retreats about two route steps. If the door is open, after roughly two five-second checks it triggers a loss. On loss, close the monitor, show the attacking mech as a large animated jumpscare figure directly in front of the office, subtly bobbing and rotating, and display a dark overlay with large glowing red-white “JUMPSCARE” text and smaller “Caught by Bruno/Lola/Mox/Stitch” text, plus Restart Night. If power reaches zero, both doors open and the blackout can also trigger the same loss state with “Caught by the blackout.” Restart resets time, power, door states, enemy route positions, camera selection, and all overlays.

Use responsive UI styling matching the visual reference: near-black background, white/light-cyan bold sans-serif HUD text, translucent navy panels with thin cyan borders and inner glow, rounded rectangular buttons, faint screen grain, and mobile-friendly large touch targets. The office view should feel mostly empty and almost black at first glance, while the camera views reveal the sparse connected facility and its mech threats. Do not add weapons, inventory, free roaming, scoring, extra enemies, or mechanics not described here.

More free browser games

Browse the whole Arcade →