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Arcade › Night Shift AR
Click the game above and it runs right here in your browser. No download, no installer, no account needed. David May built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Night Shift AR yet. Play it, then tell David May what you would add next.
Night Shift AR was built by David May 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 AR 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.
Rebuild a mobile-first first-person 3D horror arcade game titled "Night Shift AR" using a dark Three.js-style security room and a blue/cyan/red CRT/AR interface. The player is a night security worker viewed through a perspective camera at about eye height, initially standing near the back of a rectangular room. The room should visibly contain a dark floor and ceiling, foggy nearly black walls, a large desk near the player, a glowing blue monitor on the desk, and two heavy door panels at the far end opening toward a hall. Add sparse dark geometric debris/structures outside the room and use dim ambient blue light, a pulsing red alert light near the hall, and a cyan light behind the player. Keep the scene ominous, low-poly, metallic, translucent and scanline-heavy rather than photorealistic. The objective is to survive a 3-minute night, beginning at 12:00 AM and ending at 6:00 AM, while destroying as many hostile animatronics as possible for scrap. Show a large HUD with Time, Power percentage, Threat level, and Scrap count, plus status panels for Scanner OFF/ON, Shock READY or its cooldown, and Admin LOCKED/OVERRIDE. Include a small center reticle. The time display should advance through six hour labels over the 180-second session: 12:00 AM, then 1:00 AM through 6:00 AM. Power starts at 100 and continuously drains slowly; scanner use drains it much faster, and shock, admin, and door-seal actions also consume power. If power reaches zero, turn the scanner off and make the threat more dangerous. One animatronic hunts in a looping encounter around the player. Represent it as a humanoid made from simple box-like torso, head, jaw, arms, and legs, with a semi-transparent blue-gray metallic body, faint cyan emissive glow, and two red glowing eyes. It should be hard to see at distance and become much clearer as it approaches; threat changes from LOW to MED to HIGH to SEVERE based on distance. The animatronic circles around the room while its radius closes toward the player, faces the player, bobs subtly, moves its jaw and arms, and emits an increasingly threatening red light. Its aggression increases as the night progresses and as power falls. If it gets close, an attack/breach meter progresses; when it fully breaches, show a "System Failure" game-over card saying the animatronic got through the defenses and display scrap collected, with a Restart Night button. The core interaction is scanning and shocking. Toggle the AR scanner with F on desktop or a large Scan button on mobile. When active, apply a bright cyan/green scanline overlay and radial glow over the whole screen, and substantially reveal the animatronic, but drain power quickly and slightly increase its chase rate. Aim using mouse dragging on desktop or dragging the right side of the touchscreen; move using WASD on desktop or a large left virtual thumbstick on mobile. Use Space or the large Shock button to fire an electrical shock. A shock costs 6 power, has a 2.3-second cooldown, and can hit only when the animatronic is aimed at within roughly 0.45 radians and is close (within roughly 5.1 world units) or scanner-visible. A successful hit subtracts one from its 3 health, stuns it briefly, pushes it farther away, and reduces its breach progress; show a message such as "Shock hit — 2 hits left." A miss displays "Shock missed." After three successful hits, destroy it in a bright flash and burst of about 16 small glowing blue scrap/spark particles, play a metallic/electrical effect, award one Scrap, reset its health to 3, and respawn it deeper in the hall at a new angle. Display a temporary message "Animatronic scrapped." The player can repeat this for multiple scrap during the night. Include a red warning flash when the animatronic is very close unless stunned, and brief screen flashes for shocks and destruction. Include an Admin control opened by E or the mobile Admin button, which pauses normal movement/look and shows a centered dark translucent "Admin Page" overlay. The page must contain System Status showing Power draw percentage, Threat index, Override state, and Camera OFF/LIVE; a Hotbar with Scan Ping, Cool Shock, Seal Door, and Reset Power buttons; and an Access Code area with a six-digit input, Submit button, Fill 843500 button, and status text. Scan Ping turns the scanner on, makes the target fully visible, and costs 2 power. Cool Shock reduces cooldown and performs an admin-directed shock with a shorter cooldown and 3 power cost. Seal Door creates an 8-second door seal, costs 8 power, slows/reverses the animatronic's approach, and animates the two door panels downward/closed. Reset Power restores 12 power. The maintenance code 843500 must be accepted: enable Admin Override, grant 18 seconds of safe grace, stun the animatronic for 4 seconds, force it farther away if needed, restore 25 power up to 100, and show "Admin Override accepted." Any other code shows "Access denied." The Admin HUD status changes to OVERRIDE after success. At the start, show a centered title card with "NIGHT SHIFT AR", the instruction to survive until 6:00 AM and use the AR scanner to reveal the animatronic then shock it before it reaches you, and explicit controls: Move WASD, Look Mouse, Scan F, Shock Space, Admin E. Include Start Night and optional Enable Camera buttons. The optional camera button should request the device's rear/environment camera; if granted, show the live video as a dark, desaturated, blurred background behind the game, otherwise retain the scanline fallback background and state that the camera is unavailable/denied. The game must still work without camera access. Use large touch-friendly buttons and a left movement disc on phones. When the timer reaches 6:00 AM, stop the night and show a centered victory card titled "6:00 AM", text "You made it to sunrise.", the number of animatronics scrapped, and a Play Again button. Use dark navy translucent panels with thin blue borders, uppercase spaced labels, cyan/blue highlights, red threat feedback, pulsing CRT scanlines, message banners such as "Night started", and simple synthesized electronic/metallic sounds for scanner, shock, threat, and destruction.