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Night Shift

  • 3d
  • survival-horror
  • security-camera
  • arcade
  • single-player
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. BikerRBLX678 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 BikerRBLX678 what you would add next.

Make your own game

Night Shift was built by BikerRBLX678 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.

Rebuild a playable first-person 3D survival-horror security-office game titled “Night Shift: After Hours.” The player is a stationary night guard in a tiny, dark, stylized low-detail security office, viewed from a slightly swaying first-person security-camera perspective. Model the room in Three.js or an equivalent 3D engine: a very dark back wall and side walls, a front wall/frame with two side door openings, a dark floor, a chunky desk in the center foreground, and a small black monitor on the desk. Use moody blue/gray lighting with a cool office spotlight, dim blue light on the left hallway and pink light on the right hallway, fog, soft shadows, subtle flicker, and low-poly materials. Put sliding rectangular metal door panels at the left and right openings; they visibly move down into the openings when closed and up when open. The doors glow faintly greenish when closed.

The objective is to survive one night from 12:00 AM until 6:00 AM. The night lasts 360 real-time seconds, with the HUD clock mapping progress to 12:00 AM, 1:00 AM, and so on through 6:00 AM. Winning at the end displays a centered dark translucent message reading “6:00 AM,” “You made it through the night,” and “Press R to play again.” Losing displays “CAUGHT,” a reason, and “Press R to restart.”

Start with a centered instruction overlay titled “Night Shift: After Hours,” explaining “Survive until 6:00 AM. Use cameras, but don’t drain your power.” Also show that clicking or pressing a key enables audio and that C opens cameras. The overlay should sit over the visible dark office and HUD. Once play begins, show a fixed HUD: top-left rounded pill “Night 1,” top-center the current time, and top-right “Power: 100%.” At bottom-left, show a translucent Controls panel listing A Left Door, D Right Door, C Cameras, 1–4 Select Cam, F Flashlight (hold), and R Restart, plus the hint “keep doors open unless you must close them — power is your real enemy.” At bottom-right, show two status pills: “LEFT: OPEN/CLOSED” and “RIGHT: OPEN/CLOSED.”

Controls: A toggles the left door, D toggles the right door, C toggles between the office and camera monitor view, number keys 1–4 select cameras while the camera view is open, F held activates a flashlight boost only in the office, and R restarts only after a win or loss. Door and camera controls do nothing during blackout or after the game ends. Begin with both doors open, camera view off, power at 100%, and camera 2 selected. Use simple electronic triangle-synth beeps and short hiss/static sounds for UI interactions; initialize audio on the first click or keypress because of browser audio restrictions. Use a low ambient-feeling dark presentation and an FM-style stinger on loss.

Power starts at 100 and drains continuously at 0.16 percentage points per second. Add 0.16 per second for each closed door, 0.20 per second while the camera monitor is raised, and 0.18 per second while F/flashlight is held. The flashlight makes the office spotlight brighter but consumes power. When power reaches zero, trigger a blackout: force both doors open, exit cameras, turn off the office and hallway lighting except for a tiny ambient glow, and disable controls. After approximately 8 seconds of darkness, lose with “Power died. The building went silent… then it wasn’t.”

Implement three simple roaming mascots, each as a small low-poly capsule-like colored body with two tiny glowing pale-blue eyes and idle wobble: Grin in lime green, Mope in cyan-blue, and Hush in pink. They follow timed, randomized routes through four camera zones. Grin’s route is CAM 2 → CAM 2 → CAM 3 → CAM 3 → left door. Mope’s route is CAM 2 → CAM 4 → CAM 2 → CAM 4 → right door. Hush’s route is CAM 2 → CAM 3 → CAM 2 → CAM 4 → either door. Start each in CAM 2. They advance after randomized delays, with difficulty gradually increasing from about 0.85 early in the night to 1.75 late in the night. While the player is watching cameras, movement chance is slightly reduced (multiply by about 0.85), creating tension without making the cameras safe. When a mascot reaches a door, it interacts with the matching side: if that door is closed, it lingers for roughly 2.2–4.4 seconds, then retreats one route step; if open, give the player a short approximately 0.35-second chance to close the door, otherwise lose with “[mascot name] slipped into the office.” Hush chooses the currently weaker/open side, or randomly chooses if both doors have the same state. Mascots should be visible in the 3D hallway positions corresponding to their current zones, though camera detection is intentionally imperfect.

Provide four camera views using the same 3D scene and different fixed viewpoints: CAM 1 is the office view from behind/near the desk looking toward the front hall; CAM 2 is the central hallway; CAM 3 is the left hallway/door; CAM 4 is the right hallway/door. In camera mode, change the view to the selected camera and display a full-screen monitor overlay: top-left “CAM 1/2/3/4,” top-right “(1–4) switch • (C) back,” and a right-side translucent Map panel listing CAM 1 through CAM 4 with a glowing green dot marking the selected camera. Add animated translucent static/noise, horizontal scanlines, a dim monitor-like treatment, and slightly increased static when a mascot is currently in the selected camera zone. The office lighting should be dimmed while the monitor is up. Keep the camera HUD and door status visible over the scene. Add subtle camera sway in office view, film-like flicker, fog, and darkness, but keep the silhouettes, doors, glowing eyes, HUD, and status readable. The game must be playable with keyboard controls, restartable with R after either outcome, and contain no additional invented mechanics such as vents, lures, extra nights, weapons, or customization sliders.

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