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by Shardvolt
Six hours alone in the Deepcore control room, midnight to six. The cutting machines on the lower levels were decommissioned, not switched off, and four of them come looking for you. Two you stop with a blast door, one only moves while nobody is watching it, and one does not come for you at all — it kills your cameras and drains the cell, which is worse. Everything you do costs power from the same cell and the cell has to last the whole shift, so knowing where something is is never free. Six nights, each one angrier than the last.
Sign in to save your Shards across visits.
Sign in to put your score on the board.
A six-night survival game. You work the control room of a mine with one battery for the doors, lights and cameras, while machines move through the rooms toward you.
Six nights, each harder than the last, run on a clock from midnight to dawn. Get through all six to finish the game.
A and D shut the west and east doors, Q and E work the lights, Space opens the cameras, 1 to 7 picks a feed, R reboots a dead feed, and W winds the box on camera 7.
You do not collect points. You survive a night by keeping the battery alive until morning while keeping the machines out of the control room.
Power is the whole game. The doors, the lights and the camera feeds all draw from the same battery, so work in short checks: look, work out where things are, then switch everything off and wait. Anything you leave on drains it.
Not every machine is stopped by a door. Learn which ones are and which side they come from (a light will show you), and keep the music box wound on camera 7 so the sleeper stays asleep. When a feed tears with static, something has just moved in that room; press R to reboot a dead feed.
Nightshift was balanced by running a simulated operator through all six nights, so the later nights are hard but not unfair. From the menu you can put your own picture on one of the machines, which stays on your account.
Playtime only counts while you are actively playing: a hidden or idle tab earns nothing.