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Arcade › Night Shift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Brantyn Myers built it with Cinevva, so it works on a phone or a tablet too.
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Night Shift was built by Brantyn Myers 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.
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 game titled “Night Shift,” inspired by the security-office loop of classic animatronic survival games but using only original abstract shapes, names, UI, and sound. The player must survive one six-minute shift, with the in-game clock advancing from 12:00 AM to 6:00 AM; reaching 6:00 AM is the win condition. Use a dark, minimal Three.js 3D office scene behind a full-screen HTML/CSS interface. The scene should be viewed from a fixed first-person office camera at about eye level, looking toward the back of the room. Use a nearly black blue-gray palette, subtle fog, low ambient lighting, and simple geometric meshes: a broad dark floor, a deep blue back wall, a chunky dark desk in the foreground, a small monitor on the desk, and two side hallway/door openings. Put a simple tall rectangular door panel at the far left and far right of the office. The doors should visibly rise/drop: when a door is closed its panel is in the doorway, and when open the panel drops out of view. Add two simple colored sphere “roamers” in the 3D world, one pink/magenta called A and one cyan called B; they should be dimly lit and move smoothly between their locations, mostly hidden in the darkness. Add left and right spotlights that become bright warm/pale yellow on the left and pale cyan on the right when the corresponding hall light is enabled. When the camera monitor is open, darken the office lighting. Core state: start with 100% power, both doors OPEN, both hall lights OFF, cameras closed, and two roaming enemies at STAGE. Power drains continuously at 0.08 percentage points per second. Add 0.12 per second for each closed door, 0.10 per second for each active hall light, and 0.15 per second while the camera system is open. Display usage as a number starting at 1 and increasing by one for each closed door, active light, and open camera system. Clamp power at zero. At zero power, immediately force both doors open and both lights off and disable those four controls; the player is then effectively defenseless. There are two independent enemies. A, the left roamer, follows exactly: STAGE -> DINING -> LEFT_HALL -> LEFT_DOOR. B, the right roamer, follows: STAGE -> DINING -> RIGHT_HALL -> RIGHT_DOOR. They attempt movement on separate randomized timers: base interval 5200 ms plus a random 0–3400 ms, with movement aggression ramping linearly from 1.0 at the beginning to 1.15 at 6:00 AM, shortening the intervals. On each scheduled attempt, advance with probability 0.55 multiplied by this ramp, capped at 0.93; otherwise remain in place and reschedule. Once at a door, the enemy waits there. If A reaches LEFT_DOOR while the left door is open, immediately lose with the message/title “They were right there.” and description “Left door was open.” If B reaches RIGHT_DOOR while the right door is open, lose with “Too slow.” and “Right door was open.” This applies both in the office and while watching cameras; while cameras are up, reaching an open door should feel instant and be checked immediately. If a roamer reaches a hall or door, play a brief danger/hiss cue. The office HUD should be a translucent, dark glass-like overlay with thin blue-violet borders, rounded corners, bold white text, and controls arranged along the bottom. At the top show four pills: “Night Shift,” the current time (“12:00 AM” through “6:00 AM”), “Power: 100%” (updating as a rounded percentage), and “Usage: 1.” In the bottom office control area, use three columns: LEFT, a center control panel, and RIGHT. Each side panel contains a full-width button labeled “Door: OPEN” or “Door: CLOSED,” a button labeled “Light: OFF” or “Light: ON,” and a status box. With the matching light off, status reads “Hall: ???”. With it on, show “Hall: MOVEMENT” if that side’s enemy is in its hall or at its door, otherwise “Hall: clear.” The center panel shows the hint “Click to enable audio. Press C for Cameras.”, a large “Cameras (C)” button, and a temporary message line. The player interacts by clicking the UI. Clicking each door toggles it open/closed and clicking each light toggles it off/on; these controls do nothing when the game is over or power is zero. Use short synthesized tonal sounds for door toggles, camera toggles, and camera selection, and a brief noise/hiss for lights and danger. Audio must be initialized after the first click or key press because of browser autoplay restrictions. Show temporary messages such as “Audio armed. Good luck.”, “Cameras online.”, and “Back in the office.” Implement a full-screen camera-monitor overlay toggled by the Cameras button or the C key, and closed with its “Close (Esc)” button or Escape. It should cover the scene with a mostly opaque black layer. At its top show pills “CAMERAS” and the selected camera name, plus a close button. Below, use a two-column layout: a large left feed panel and a right map panel. The feed is deliberately text/static rather than a detailed rendered surveillance image. Provide six selectable cameras, with exact labels: CAM 1 — Show Stage, CAM 2 — Dining Area, CAM 3 — Back Hall, CAM 4 — Supply Closet, CAM 5 — Left Hall, and CAM 6 — Right Hall. Show a monospace feed containing “— STATIC —”, then whether A and B are “present” or “not visible” on the selected camera. Map the enemy positions to cameras as follows: STAGE=1, DINING=2, LEFT_HALL=5, RIGHT_HALL=6; door positions have no normal camera mapping but add “LEFT DOOR: movement” or “RIGHT DOOR: movement” to the feed when applicable. CAM 3 and CAM 4 can remain valid selectable views without enemy visibility. Include a simple 1–6 button grid in the map panel and a legend with pink dot “A (Left roamer)” and cyan dot “B (Right roamer).” Allow number keys 1 through 6 to select cameras while the overlay is open. If power is at or below 20%, include “POWER WARNING: [rounded power]%” in the feed. The top-level UI should be responsive: stack the left, center, and right office panels vertically on narrow screens, while the camera overlay remains usable. Keep pointer interaction limited to the UI panels/buttons, leaving the 3D canvas as a visual background. Add subtle camera drift/shake that grows slightly as power falls, but keep the viewpoint essentially fixed. On loss or victory, stop all game simulation and show a centered dark translucent overlay card. For victory title it “6:00 AM” and description “You made it through the shift.” For loss use the specific title/description for the failed side. Include a large “Restart” button that reloads/resets the entire shift. Use a low ominous synth tone for loss and a resolving tone for victory.