You are the last working camera in an empty night hospital. Watch. Log. Survive.
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CAM 01: Night Ward puts you behind a grainy security feed in Ward 4's nurses hub at midnight. Drag the picture to pan the camera, slide the zoom bar or pinch to look closer, and watch the long tiled corridor toward the red-lit exit at the far end.
Your job: catch it on camera 3 times and survive until 6 AM. It only moves when you're not looking, so keep your eyes on the feed and watch for it climbing the wall below you. A proof counter in the corner tracks every clip you land.
You have a few tools to work with. Hold STEADY to stop the shake, hit REC to record 2 seconds of proof, and fire a FLARE to light the corridor when the dark gets too thick. Switch between views like Waiting, Main and Station, and keep an eye on the aux feeds, which start out offline.
The VHS-style overlay, signal meter and flickering timestamp make every frame feel like found footage. Stay sharp, keep recording, and make it to morning.
Как это было создано
“Create a first-person (fixed-POV) psychological horror-surveillance game in TypeScript and Three.js for portrait mobile web. You do NOT play the guard — YOU ARE THE SECURITY CAMERA: a fixed dome lens bolted in a corner that can only PAN (yaw) and ZOOM (fov), never translate. Theme: an empty night hospital after a blackout; the only light is your own camera cone plus distant emergency flicker. Core mechanics: 1. Pan/zoom a cone of vision limited to your field-of-view. Whatever you cannot see keeps evolving — rooms you look away from silently rearrange, doors open, the entity advances along the corridor you left unobserved. 2. An adaptive shadow entity walks the halls and learns which corridors you prefer to watch; it deliberately approaches through your blind spots and retreats when your lens lands on it. Track it and LOG proof (press to record a 2s clip) — you need 3 verified sightings. 3. Audio-only cues: footsteps, a dragging chair, a wet breath — locate threats by sound since your view is narrow. A breath/strain meter lets you hold your lens steady (reduces jitter) at the cost of drain. 4. Static/glitch surges temporarily blind the camera and let the entity close distance. Emergency flare lights briefly flood a corridor revealing its silhouette. 5. Restore auxiliary power to a bank of 3 other cameras to widen coverage across the floor; each camera you bring online shifts where the entity prefers to hunt. UI: minimalist recording indicator (REC + timecode), a proof counter (0/3), a signal/stability bar, and a blind-spot warning that pings when something is behind your pan limit. Fail state: the entity reaches your mounting point / you lose signal → hard reset. Win: log 3 verified sightings and survive until the shift-end alarm. Art direction (match the reference image): cold concrete brutalist corridors, a single smudged dome-camera eye, faint red REC LED, dust in the glass, void-black shadow, cold blue raking light vs violent warning-orange emergency accents, heavy dynamic shadow mapping, photoreal-macro cinematic feel. Clean, optimized web build. Vertical slice: one hospital floor, full pan/zoom core loop, the adaptive stalker, logging 3 proofs, and the shift-end win/lose.”
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This game has no in-app purchases
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