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Night Shift

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  • 3d
  • first-person
  • stealth
  • survival-horror
  • sci-fi
  • corridor
  • single-player

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Make your own game

Night Shift was built with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

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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 first-person 3D stealth-survival game titled “Night Shift: Sevastopol” (HUD branding: “NIGHT SHIFT // NODE 07”). Set it in a dark, narrow futuristic service corridor at night: a green-toned floor running along the Z axis, solid dark-green side walls, repeating ceiling light strips, occasional amber wall panels, a few lockers that can be used as hiding places, and two amber cover crates. At the far end place a dark maintenance terminal housing with a glowing green screen and a sealed exit door beyond it. Use a very dark blue-black background and fog, green ambient/moon lighting, green emissive fixtures, amber accents, and a red threat light near the far end. Include a first-person view with visible white EVA-style sleeves and gloves at the bottom of the camera, a centered plus crosshair, and a flashlight beam that can be toggled.

The player starts near the entrance of the corridor and must reach the maintenance terminal at the far end. Use FPS movement with WASD or arrow keys, mouse/touch drag to look, Shift to sprint, Space to jump, F to toggle the flashlight, R to draw/holster the motion tracker, E to interact, and Enter to restart after failure. Movement should be constrained by the corridor floor and side walls; use gravity and jumping. The corridor should be traversable from approximately z=-3 toward z=28, with the terminal around z=25.8 and the sealed door around z=28.

Implement this two-stage objective flow exactly: initially show “OBJECTIVE 01” and “Reach the maintenance terminal. Stay quiet. The tracker is not silent.” When the player is within about 2.5 units of the terminal and presses E, display an access-granted message, unlock the door, and change the objective to “OBJECTIVE 02” with the text “Door lock spliced. Reach the marked exit before the creature reacquires you.” When the player reaches beyond z=27 during objective 2, complete the mission and show “MISSION COMPLETE” with “You made it out of the service corridor. The station is still listening.”

Add environmental NPCs that are visibly modeled space-suited figures: three survivors around z=6.5, 14.5, and 22.2 (the last injured), and two working androids around z=9.5 and 18.5. Survivors should make small side-to-side idle movements; androids should patrol back and forth along the corridor and use walking/idle animations. Add a large alien creature initially around z=20 as the pursuing threat, with idle animation until alerted and run/walk animation while chasing. The alien should aggro if the player is within 11 units while quiet, within 24 units when the player creates high noise, or whenever the terminal has been unlocked. It should move toward the player when not hidden, at a slower speed normally and faster when the player is sprinting/noisy. If it reaches the player closely (about 1.25 units), end the run.

Make stealth/noise central: standing still is SILENT, ordinary movement is LOW noise, and sprinting is HIGH noise; smoothly update the noise state. The alien should be unable to pursue the player while the player is hidden. Near any of the three lockers, show “PRESS E TO HIDE”; pressing E moves the player into the locker and displays “HIDDEN // HOLD YOUR BREATH,” mutes noise, and hides the player from the alien. Press E again while hidden to leave. If the alien comes within about 4.5 units while the player is not hidden, show a pulsing red edge/vignette warning overlay reading “BREATHING CRITICAL” and “BREAK LINE OF SIGHT.” On contact, show a full-screen translucent red alert reading “SIGNAL LOST” and “PRESS ENTER TO RESTART.”

Include a motion-tracker HUD that is initially stowed and can be toggled with R. In the top-left, show a bordered green-black objective card. In the top-right, show a bordered status card with “MOTION TRACKER: ONLINE” or “MOTION TRACKER: STOWED” and a second line for “NOISE: SILENT,” “LOW,” “HIGH,” or “MUTED.” When drawn, show a large circular green radar in the lower-right with crosshair axes, a rotating sweep line, a faint green radial background, the label “MOTION TRACKER // M,” and a glowing red blip whose opacity/distance indication increases as the alien approaches. Keep the tracker hidden when stowed. Put a small green plus crosshair at screen center, interaction messages near the lower center, and a lower-left help legend: “WASD / ARROWS MOVE · MOUSE/TOUCH DRAG LOOK · SHIFT SPRINT · SPACE JUMP / R DRAW / HOLSTER TRACKER · F FLASHLIGHT · E INTERACT · ENTER RESTART.”

Use a polished low-poly sci-fi horror presentation: Three.js-style physically lit simple geometry, dark green walls and floor, emissive neon-green strips, amber panels and crates, fog, soft shadows, black-blue darkness, red threat illumination, and a green monochrome terminal/radar interface. Keep the HUD in a monospaced typewriter font with thin green borders, subtle green glow, amber objective/interactions, and red danger overlays. The game should be playable rather than a static scene, with a clear win state, chase/failure state, hiding mechanic, terminal interaction, tracker toggle, flashlight toggle, and animated corridor inhabitants.

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