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Arcade › Night Shift

Night Shift

  • horror
  • survival
  • fnaf-inspired
  • first-person
  • security-camera
  • arcade
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. Mary Riordan-Karlsson 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 Mary Riordan-Karlsson what you would add next.

Make your own game

Night Shift was built by Mary Riordan-Karlsson 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 browser-playable first-person survival horror mini-game titled “Night Shift,” inspired by a compact security-office survival loop. The player remains seated in a fixed viewpoint inside a very dark, low-poly office and must survive from 12:00 AM to 6:00 AM over 180 real-time seconds. Use a Three.js-style 3D scene with a wide, static perspective looking down a dim office/hallway: black/charcoal floor, ceiling, side walls and back wall, two dark rectangular door frames positioned symmetrically on the left and right, sliding metal-like door panels that move vertically down when closed, and a simple dark desk silhouette in the foreground. Keep geometry minimal and silhouettes hard to see, with subtle ambient flicker, fog, camera breathing, and a faint animated grain/scanline overlay across the screen. The overall presentation should be nearly monochrome black and gray, with only the animatronic indicators and hallway lights providing muted color.

Core objective and rules: survive until the clock reaches 6:00 AM. Show game time in a top-left box, starting at “12:00 AM” and advancing through hourly labels to “6:00 AM.” On reaching 180 seconds, stop the game and show a centered message: “6:00 AM / YOU SURVIVED / Press R to play again.” The player loses immediately if Bonnie reaches the left doorway while the left door is open, or Chica reaches the right doorway while the right door is open. Show a centered game-over message naming the attacker, such as “BONNIE GOT YOU / Press R to restart,” and add a brief flashing/lunging camera effect plus a sharp procedural audio stinger. Press R at any time to reset all state and start the night again.

Implement two independent animatronics with simple autonomous paths rather than detailed character models. Represent Bonnie as a small glowing blue sphere/marker and Chica as a small glowing warm yellow/orange sphere/marker in the distant hallway. Bonnie follows discrete nodes 0 Stage -> 1 Hall -> 2 Split -> 3 Left Door. Chica follows 0 Stage -> 1 Hall -> 2 Split -> 4 Right Door. They begin at the Stage and periodically advance on randomized timers: Bonnie’s base interval is about 5 seconds plus up to 3.2 seconds of jitter, Chica’s is about 5.4 seconds plus up to 3.5 seconds, with both intervals becoming shorter as the night progresses (difficulty scaling from 1.0 to about 1.85). When an animatronic is at its door and that door is closed, let it linger for a few seconds, then back it off to the Hall; Bonnie’s blocked backoff is roughly 3.0/difficulty plus up to 2 seconds and Chica’s roughly 3.2/difficulty plus up to 2.2 seconds. If the corresponding door is open, trigger the loss immediately. Update the visible 3D marker positions so they move closer from the distant stage toward the doorway, while preserving the simple abstract visual style.

Player controls and office interactions: A toggles the left door, D toggles the right door. Doors begin open and each key press toggles closed/open; animate the corresponding dark rectangular panel sliding between an overhead open position and a lowered closed position. Holding Q activates the left hallway light and holding E activates the right hallway light; these are momentary hold controls, not toggles. The left light should be a cool pale-blue spotlight aimed into the left corridor and the right light a warm pale-orange spotlight aimed into the right corridor, making a brief spot-check possible. Door controls and held lights are disabled while cameras are active and after blackout. Press C toggles a full-screen camera overlay. While cameras are open, the player cannot toggle doors or use lights. Press number keys 1–4 to switch between camera feeds: 1 Stage, 2 Hall, 3 Left Door, 4 Right Door; also provide clickable buttons for the same four views. The camera overlay should be a flat UI rather than a changed 3D viewpoint: dark translucent black full-screen panel, large noisy/scanlined procedural camera image on the left, feed name/header such as “CAM 1 — STAGE” and “REC • LIVE,” hint “1-4 to switch • C to exit,” camera buttons along the bottom, and a map on the right. The map contains labeled nodes Stage, Hall, Split, Left Door, Right Door, with a blue B token and yellow C token positioned over the current discrete nodes. Show a small help line such as “Tip: hold Q/E lights when cams are OFF.” Camera imagery should be abstract grayscale blocky room silhouettes with colored square markers when Bonnie or Chica is present, plus animated noise, scanlines, and occasional interference bars.

Power management: begin with 100% power and drain it continuously while the night runs. Use a baseline drain of about 0.22 percentage points per second, adding about 0.20 per second for each active usage step. Usage starts at 1 pip baseline, then adds one for each closed door, each held light, and active camera view; display up to four lit usage pips. Show power in the top-right as “Power: 100%” with four small rectangular usage indicators, lit pips visibly brighter than inactive dark pips. At 0%, enter blackout: force both doors open, turn off both lights and cameras, disable all these controls, darken the scene almost completely, and show “POWER OUT — GOOD LUCK / (Press R to restart).” Power reaching zero should not itself instantly end the game; survival remains technically possible but extremely difficult because doors and lights no longer work. During normal play, show three top status boxes across the screen: “Left Door: OPEN/CLOSED,” “Right Door: OPEN/CLOSED,” and “Cams: OFF/ON.” During blackout replace them with “Left Door: DISABLED,” “Right Door: DISABLED,” and “Cams: DISABLED.”

HUD and visual layout: use a clean white/light-gray sans-serif interface over the dark scene. Put the time in a bordered translucent black rectangle at top-left, power and pips in a matching rectangle at top-right, and the three door/camera statuses in a row below. Along the bottom center, show bordered translucent hints: “A: Left Door,” “D: Right Door,” “Hold Q/E: Lights,” “C: Cameras,” and “R: Restart.” On initial load, briefly show a centered translucent message “NIGHT SHIFT / Survive until 6 AM / Click to enable audio,” then hide it. Ensure the interface is responsive, with the camera feed/map stacking on narrow screens.

Add lightweight procedural audio using Tone.js or an equivalent synth system, initialized after the first click/key interaction: a short triangle-synth click for door toggles, tones/noise for light changes, a camera toggle/switch blip, noisy movement/backoff cues, a blackout tone/noise, a multi-note victory chime, and a low sharp jumpscare stab. Keep the game playable without relying on external art assets; generate the office geometry, camera feed, HUD, noise, and markers procedurally. Avoid adding weapons, movement, inventory, extra enemies, lives, or mechanics not described above.

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