Utility Infielder / Last Arcade

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 Last Arcade night crew defending a neon arcade

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.

Crew members working inside the neon arcade

Core Gameplay

Purposeful mayhem

The fun is deciding which problem you can afford to ignore. Fix one thing, break another, and communicate fast.

Repair

Get damaged cabinets and systems running.

Route

Move limited power to the priority that matters now.

Screen

Decide who—or what—gets through the front door.

Contain

Stop arcade creatures before they open a path outside.

A first-person repair task inside Last Arcade

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.

A survivor being scanned at the Last Arcade entrance

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.

Arcade creatures inside and monsters outside the building

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.

First-person view of the crew barricading an arcade window

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.

Last Arcade power routing and maintenance systems

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.

The Last Arcade crew handling different jobs together

Production Strategy

Small world. Big systems.

Built to be achievable with Three.js and primitive geometry: boxes, planes, cylinders, and emissive screens.

One Arcade

A compact, readable level.

One Night

Escalation instead of content sprawl.

Primitive Art

Simple forms with a strong neon identity.

Systemic Replay

Events combine differently every run.

Primitive geometry and emissive arcade machines

The Promise

Keep the arcade running

Keep them in. Keep them out. Cooperate, repair, manage, and survive.

Last Arcade concept poster

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.

Arcade creature escaping from a cabinet during play