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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. Michael Caldwell built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Night Shift yet. Play it, then tell Michael Caldwell what you would add next.
Night Shift was built by Michael Caldwell 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 playable first-person survival-horror game titled "Night Shift". The player is stationary in a dark security office and must survive Night 1 from 12 AM until 6 AM, with the in-game clock advancing one hour every 18 seconds (about 108 seconds total). Render the world in Three.js or an equivalent real-time 3D engine with a 65-degree perspective camera, subtle mouse-look across the office, dark blue-gray fog, moody low-poly geometry, and a CRT/security-monitor presentation. Build the environment as a security office opening onto a central distant hallway. The room has dark walls, a tiled gray floor and ceiling, an office partition at the rear, a brown desk in front of the player, and a dim blue-green monitor on the desk. Put door frames on the left and right sides of the office, with red metallic sliding doors that begin raised/open and visibly lower when closed. The hallway extends into the darkness behind the office, with a checker-like sequence of gray floor tiles. Add dark red posters on the side walls. Use very low ambient illumination, a cool blue overhead light, a warm hallway spotlight, and separate warm side lights that turn on when the corresponding hall light is activated. Keep the overall scene nearly black, with strong shadows, fog, metallic highlights, red warning accents, vignette, and horizontal scanline overlays. Three creepy metallic mascot silhouettes roam through a fixed sequence of locations. Construct each mascot from simple low-poly forms: a capsule-like torso, spherical head, small upright ears, and two small glowing red eyes. Use muted metallic colors (blue-gray for "lefty", purple-gray for "righty", and green-gray for "watcher"). Keep them hidden when they are not in a visible mapped location. Their routes are: lefty: Storage Stage -> Dining Room -> Left Hall -> left door; righty: Storage Stage -> Dining Room -> Right Hall -> right door; watcher: Storage Stage -> Dining Room -> Left Hall -> Right Hall. They move probabilistically over time, generally advancing one route step, sometimes stepping backward, and become faster as the clock progresses. Lefty at the left door causes an immediate loss if the left door is open; righty at the right door causes an immediate loss if the right door is open. The watcher can appear in halls as a threat but does not have a door-ending route. A loss should show a brief dramatic jumpscare overlay: a red-black radial background, a stylized gray circular face with bright white eyes and a red mouth, and the word "CAUGHT", followed by a Game Over message. Give the player limited power starting at 100%. Base drain is 0.45 power units per second plus 0.33 per current usage unit. Usage starts at 1 and increases by one for each closed door, each active light, and the open camera system, displayed as vertical usage bars. At zero power, force both doors open and turn off both lights and the cameras, and show an alert such as "Power out. Stay still." The player can toggle the left and right doors independently; closed doors descend into the doorways and protect against the matching mascot. The player can toggle left/right hall lights independently; lights illuminate their side and reveal movement. Use status messages including "Listen for movement in the halls.", "Movement at the left door.", "Movement at the right door.", "Watching cameras...", and a low-power warning. Doors, lights, and camera actions should have restrained metallic, tonal, or static sound effects if audio is available. Add a camera-monitor mode toggled by Space. When open, change the 3D view to one of four fixed security-camera viewpoints and show a large translucent blue-gray CRT panel with scan noise and labels: CAM 1A / Storage Stage, CAM 1B / Dining Room, CAM 2A / Left Hall, and CAM 3A / Right Hall. While the camera is open, Left and Right Arrow keys cycle through these feeds. The camera consumes one additional usage unit and cannot be opened if power is depleted. The normal office view follows limited mouse movement and looks toward the hallway; camera mode uses fixed positions appropriate to the named locations. Use an unobtrusive HUD over the scene. At top left show "12 AM" initially and update through the night; at top right show "NIGHT 1". At bottom left show "POWER 100%" (rounded up as it drains), and at bottom right show "USAGE" followed by one to six block bars. Place a small bordered controls hint near the bottom left: "A/D doors · Q/E lights · Space cameras · ←/→ feeds". Place a bordered status box near the bottom right. Apply a dark translucent background, thin pale borders, uppercase letter spacing, subtle text glow, CRT scanlines, and a strong edge vignette. On winning at 6 AM, display centered text "6 AM\nYou made it.\nPress R to play again" and a safe green "Shift complete." status. After a loss, show "Game Over\nPress R to restart" after the jumpscare. Press R to reset the night, restore power, open doors, turn off lights/cameras, reset all mascot positions to the stage, and restart the clock. Support mouse movement for looking around; keyboard controls are A left door, D right door, Q left light, E right light, Space camera tablet/monitor, Left/Right arrows camera feeds, and R restart after win or loss. Do not add extra weapons, scoring objectives, lives, or roaming movement controls beyond this office-management survival loop.