2–4 Player Co-op · One Arcade · One Night
Last Arcade
Keep the games running until morning.
You’re the night crew at the last functioning arcade during a monster apocalypse. Repair machines, screen customers, contain escaped creatures, and survive until morning.

The Pitch
One arcade. One night. Too many problems.
Repair machines. Screen customers. Contain escaped creatures. Keep the doors shut. Survive until morning.
The arcade is small enough to understand at a glance—and unstable enough that the crew can never be everywhere at once.
The last functioning arcade is also the last safe place in town.

Core Gameplay
Purposeful mayhem
The fun is deciding which problem you can afford to ignore. Fix one thing, break another, and communicate fast.
Get damaged cabinets and systems running.
Move limited power to the priority that matters now.
Decide who—or what—gets through the front door.
Stop arcade creatures before they open a path outside.

Signature Mechanic
Who do you let in?
Survivors arrive while the rest of the building falls apart. Scan them before opening the door.
The scanner offers clues—not certainty. Glitches, odd shadows, and bad readings leave the final call to player judgment.
Trust your gut.

Pressure From Both Sides
Keep them in. Keep them out.
The monsters in the machines want out. Escaped arcade creatures sabotage systems and try to open a path for what’s waiting outside.
The monsters outside want in. Board windows, protect doors, and buy time. Every breach pulls players away from something else already breaking.

Moment To Moment
Every emergency creates another job
Boarding a window keeps the horde out, but the player carrying planks is not repairing cabinets, checking customers, or restoring the power.
The objective list stays simple. The pressure comes from doing all of it at once.

Systemic Choices
Every fix has a cost
Security doors or cabinets? Scanner or lights? Front desk or prize zone?
Power is a shared resource. Players physically reroute it as priorities change.
You can’t save everything. Choose what breaks.

Co-op
No classes. Just jobs that need doing.
Players naturally split up—repairing, scanning, barricading, carrying, and routing power—then abandon those jobs when the next emergency hits.
Communication is the real mechanic.

Production Strategy
Small world. Big systems.
Built to be achievable with Three.js and primitive geometry: boxes, planes, cylinders, and emissive screens.
A compact, readable level.
Escalation instead of content sprawl.
Simple forms with a strong neon identity.
Events combine differently every run.

The Promise
Keep the arcade running
Keep them in. Keep them out. Cooperate, repair, manage, and survive.

One Night, Again And Again
The building tells a different story every run
A compact floor plan keeps the crew oriented while failures, breaches, customers, and escaped creatures combine into a new chain of decisions.
