Night Shift 3D
The power died at 02:14 and you are the only person signed in tonight. Six fuse cartridges are somewhere in the plant. Something else is in here with you, and it is listening.
Clock in
Restore power at the breaker box in the middle of the plant, then get out through the main gate. You can look with the mouse or turn with the arrow keys — whichever you prefer.
How a shift goes
You start at the breaker box in the centre of the plant with a torch, three bolts and no map. Six fuse cartridges sit in corridors far from where you started; walking over one picks it up. Once you are carrying all six, return to the breaker to throw the power back on.
Restoring power unlocks the main gate — and the thing in the corridors stops wandering and comes straight at you. The last thirty seconds are a footrace you can lose. Median clear time is a little over two minutes.
It also speeds up with every cartridge you pull, so the plant gets steadily less survivable as you get closer to finishing. Ten lockers are scattered through the corridors, and a thrown bolt will pull it off your route if you have the nerve to wait for it to take the bait.
Every shift builds a different layout, so nothing about the last run tells you where the fuses are in this one.
What it knows about you
It has no scripted patrol and no jump-scare timer. It walks the same corridors you do, and it reacts to the noise and light you make. Sprint past an open junction and you have told it exactly where you are.
Controls
W and S walk, A and D step sideways, and the left and right arrow keys turn you — so the whole game is playable from the keyboard if you would rather not use the mouse. Click the window to take mouse look, or just hold the left button and drag if your browser refuses to hand over the pointer.
The numbers
- SPRINTFaster than it, for about six seconds. Then your breath locks out until it recovers.
- CROUCHSlow, but almost silent. The reliable way to get past something that is already searching.
- TORCHDrains steadily and roughly triples the range it can spot you from. Three spare cells are hidden in the plant.
- SOUNDIts breathing gets louder as it gets closer. That audio cue is your only radar — play with sound on.
- LOCKERSPress E to climb in. It only finds you if it watched you get in — break line of sight first.
- BOLTSThree per shift. Q or click to throw. Whatever is hunting you goes to the noise instead.
- CONTACTOne touch ends the shift. There is no health bar and no second chance.
Questions
What do I have to do in Night Shift 3D?
Find six fuse cartridges scattered through the plant, carry them back to the breaker box you started at, then run for the main gate before the thing in the corridors reaches you. Lockers let you hide along the way, and three throwable bolts let you send it somewhere else.
Do I need to download or sign in to anything?
No. The whole game is one HTML page that runs in your browser tab. There is no install, no account and no save file, so closing the tab ends the run.
How does the entity find me?
It hears you first. Sprinting is loud, walking is quieter and crouching is almost silent. It also sees you when it is facing you down a clear corridor, and pointing your flashlight at it gives you away even when its back is turned.
Does hiding in a locker actually work?
It depends on whether it watched you climb in. If you break line of sight first, it walks straight past and eventually loses interest. If it saw you, it comes to the locker and opens it, so a locker is only a way out if you earn the gap first.
What are the bolts for?
You carry three. Throwing one makes a sharp noise where it lands, and anything hunting you will break off and go investigate that spot instead. It is the only way to move something off a corridor you need, so spend them on the route rather than in a panic.
Can I outrun it?
Sprinting is faster than it is, but your stamina lasts roughly six seconds and then locks out until it recovers. It also gets quicker with every fuse you pull, so the last two cartridges are a very different game from the first two.