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Nightshift House

  • 3d
  • first-person
  • exploration
  • horror
  • puzzleless
  • atmospheric
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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. Lil Chris built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Nightshift House yet. Play it, then tell Lil Chris what you would add next.

Make your own game

Nightshift House was built by Lil Chris 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 Nightshift House 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 Nightshift House

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-based first-person 3D exploration game titled "Nightshift House". Use a dark, restrained nighttime visual style: nearly black blue-gray background (#080b0f), heavy fog beginning around 18 units and fading by 48, dim cool moonlight, soft shadows, charcoal floors and ceilings, muted gray-green walls, pale gray trim/signage, and dark reddish-brown wooden doors. The scene should feel like a small quiet building at night, with no enemies, weapons, inventory, health, timer, or score.

Opening screen: before play, show a full-screen nearly black overlay with a centered dark panel outlined in muted gray. Display the uppercase title NIGHTSHIFT HOUSE in large white lettering, the subtitle "Explore the building and find the exit.", and the controls line "WASD / arrows move · Shift sprint · Space jump · E interact". Include a wide pale-gray ENTER BUILDING button. Clicking it starts the game and hides the overlay; request mouse pointer lock for FPS looking when available.

Build the connected interior as a compact floor-plan of box-based rooms with walls, floors, ceilings, doors, and simple signs. The player is a first-person capsule/character represented by a controller target, starting at approximately (0, 1.05, 8.2) in a south starting room spanning x=-4..4 and z=6..11. Room height is 3.4 units. Connect it north through an opening centered at x=0 into a central hall spanning x=-4..4, z=-1..6. The hall has openings at its south and north center and side openings around x=-4 and x=4 at z about 1.6, leading to side rooms. The west/office room spans x=-11..-4, z=-1..4 and connects through its east side; the east/storage room spans x=4..11, z=-1..4 and connects through its west side. A final north room spans x=-4..4, z=-7..-1 and connects through the central hall's north opening. Keep the walls solid except for these openings, using box colliders; include floors and low, dark ceilings for every room.

Place four simple hinged wooden doors as interactable obstacles/props: a door at the south starting-room opening near (-0.95, z=6), one at the west-side doorway near (x=-4, z=0.5), one at the east-side doorway near (x=4, z=0.5), and one at the entrance to the final north room near (x=-0.95, z=-1). Each is about 1.9 wide and 2.9 high, dark red-brown, hinged and initially closed. Aim the center crosshair at a door within roughly 3.2 units and show a contextual hint such as "Open door [E]" plus a bottom interact button; pressing E or the button toggles it open/closed with a smooth hinged swing of about 140 degrees, and the door collision should reflect the moving door as closely as possible.

Place directional wall signs in pale gray framed panels with simple readable text: "START" in the starting room, "OFFICE  ←" on the west side of the hall, "STORAGE  →" on the east side, and "EXIT  ↓" near the northern route. At the far end of the final north room, around z=-7.12, place a bright muted green rectangular exit marker on the wall, approximately 2.2 wide by 2.5 high. When the player walks through/reaches the exit area (z less than about -6.25 and x within 1.5), complete the objective and change the objective text to "Exit reached. The building is quiet... for now." in a pale green completed style. Do not require a separate interaction for the exit.

Include a small power switch on the east side of the starting room near (x=2.65, z=3.3), consisting of a gray base and a small lever. Aim at it within about 3.2 units and press E or the interact button to toggle the building power. The HUD status in the upper right must read "Power: ON" initially, change to "Power: OFF" when toggled, and update the contextual prompt between "Turn power off [E]" and "Turn power on [E]". Power affects only the lighting: with power on, use cool point lights in the hall and east side plus a dim cool hemisphere light; with power off, substantially dim these lights and change the lever to dark door-brown. Keep the exit marker visible regardless of power state.

Use first-person controls with WASD or arrow keys to move, mouse look through pointer lock, Shift for sprint, Space to jump, gravity around -22 and jump speed around 7.2. Use a movement speed around 3.6. Provide basic collision against walls, floors, ceilings, and doors. Render with a 72-degree perspective camera, antialiasing, soft shadows, ACES-style tone mapping, cool hemisphere and directional moon lighting, and subtle fog. Add a tiny outlined crosshair at screen center.

HUD during play: upper-left translucent black objective panel with a pale vertical border, uppercase label "OBJECTIVE", and text "Explore the building and find the exit."; upper-right translucent panel showing "POWER: ON" or "POWER: OFF" in spaced uppercase lettering; center-bottom contextual interaction hint that fades in only when looking at a nearby door or switch; and a lower-center outlined button labeled OPEN/CLOSE or POWER OFF/POWER ON for mouse/touch interaction. Support coarse/mobile displays by keeping the HUD readable and the interact button available. Maintain the minimal monochrome/cool gray UI from the reference: thin borders, uppercase tracking, pale gray primary button, dark backgrounds, and no decorative clutter.

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