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NIGHT SHIFT

fpkreastudios.nightshift

Night courier in a sleeping coastal town. Learn the streets, beat the clock, keep the round warm.

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About


NIGHT SHIFT — Last Delivery


Ellery Bay. Population four thousand, most of them asleep.


The depot keeps one courier on nights. As of this evening, that's you. Take the parcel. Find the door. Don't be late.


A town you learn by heart


Ellery Bay is one handcrafted map and it never changes, because the whole game is about knowing it — which alley cuts through to Mill Row, which gate is still shut, how long the walk up to Northgate really takes in the rain. Seven authored nights teach it to you one idea at a time: deadlines, wet streets, volume, distance, and finally a storm. After that the round goes on for as long as you want it to.


The round


Collect from the depot, the diner, the corner store or the distribution centre. Follow the marker. Press E at the door. Money and reputation come in; deadlines, rain and fragile goods take them away again. Frank digs an electric scooter out from under a tarp on night four. Hollis dispatches, and never quite explains the parcels that arrive with no name on them.


Things that happen at one in the morning


Cars on the through roads with their headlights thrown down the wet tarmac. Someone lost, asking for directions. A cat across the road. A dog that has decided this is its pavement. Somebody who just wants to talk to a person at 1am. All of it short, all of it skippable, none of it wasting your time.


Made out of nothing


No art ships with this game. Every tile, building, character and icon is drawn in code at load, from one palette — which is why the whole town looks like one thing. So is every sound: the footsteps that know whether you're on cobbles or gravel, the rain, the buoy out in the bay, and fifty seconds of late-night electric piano written note by note in D minor. There are no real-time lights either. Night is a colour grade, the lamps are additive glow on top of it, and every one of them throws its reflection down the wet road.


This is a demo


Chapter one is here in full. If you enjoy it, a positive review genuinely helps — and tell me what you wanted more of.


One flag: the "Made out of nothing" section is the most distinctive thing you have — no other delivery game can claim it — but it's a developer hook, not a player one. If the page needs cutting, keep it but move it below the round; players buy the town, not the technique.

Player history

24h range · hourly peaks

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