Night Shift 3D
Twelve rooms. One flashlight. Bad battery.
First-person tension in the dark. Limited light, limited information, and a very good reason to keep moving.
Low light, loud silence.
In build order
Twelve rooms. One flashlight. Bad battery.
Visibility: four metres.
Follow the transmission. Regret it.
Keep browsing
One lane, no brakes, rising speed.
Endless 3D runners built around a single input and a rising speed curve. Dodge, leap, and hold your line for as long as your reflexes last.
4 games planned
Late apex, long slide, better lap.
Weight, grip, and momentum in the browser. Circuits and canyon roads where the fast line is the one you slide through.
4 games planned
Aim, strafe, survive the next wave.
Enclosed 3D arenas, escalating waves, and aim that rewards practice. Short rounds you can lose in ninety seconds and immediately retry.
4 games planned
Real weight, honest collapse.
Stacking, toppling, and demolition driven by an actual solver. Nothing is scripted, so no two failures look the same.
3 games planned
Rotate the world, find the answer.
Spatial puzzles that only make sense from the right angle. Impossible geometry, mirrored mazes, and light you have to bend.
4 games planned
Six degrees of nothing to hit.
Open-space flight with real inertia. Thread asteroid fields, ride orbits, and learn that stopping is harder than starting.
3 games planned
Drop in, no account, live opponents.
Real-time 3D rooms you join with a link. Quick match fills empty seats with bots so a game always starts.
3 games planned