The Ultimate Browser Roguelite

Cinema Survival

The Night Never Ends.

A 3D browser survival game. You are the Last Projectionist.
The cinema is alive. Nothing leaves the building.

Play in Browser
The Presentation Begins

A Living Cinema of Pure Terror

Cinema Survival is a fast-paced, browser-first roguelite wave survival game. Trapped in an abandoned theater, you must face endless hordes of horrors leaping straight out of the silver screen.

Unlike traditional top-down survivors, Cinema Survival merges retro action with a deeply atmospheric 3D cinematic style. Every shadow matters, and every projector beam is a lifeline or a death sentence.

Browser-first projector

Browser-First

No downloads, no installations, no logins. Launch and start playing in under 3 seconds on any modern browser.

Action clapperboard

Roguelite Action

Collect XP, select dynamic stackable upgrades, and build your ultimate weapon to survive until sunrise.

Cinema curtain stage

Living Environment

Interact with projection lights, theater seating obstacles, and decaying food courts.

Endless film reel waves

Endless Waves

Face escalating challenges, mini-bosses, and screen-filling monstrosities that test your reflex limit.

The Story

Where Light Begets Shadows

Something was here long before the popcorn machines, before the velvet curtains, before the first film ever flickered against a screen. The cinema grew around it β€” the way a pearl grows around a wound β€” and it has been watching every frame projected into the dark ever since.

You are the Last Projectionist. It's your final shift. The credits should have rolled hours ago, but the lobby doors won't open. The ushers have stopped answering their radios. Something in Screen 6 is laughing, and there was never a seat sold in Screen 6.

Your only tools are a fire axe found in a cracked emergency case and the memory of every hallway in this building. You know where the exits are. You know where they used to be.

The night clock is running. Survive long enough, and maybe you find out what it has been showing all these years. Or maybe β€” if the lore fragments scattered across the floor are to be believed β€” it finds out what you are.

In-Game Lore Fragments1 / 8
walkie talkie

Staff Memo β€” 1987

πŸ“ Picked Up: Cracked Staff Lockers
β€œStop letting the ushers work Screen 6 alone. Whatever Marcus saw in the dark, he hasn't spoken since. HR says give it a week. It's been three.”
LORE
Select Log Entry
How It Works

The Gameplay Loop

Cinema Survival is a roguelike wave-survival game. Each run is a single continuous session: you enter the cinema, fight, level up, choose your path, and descend to face the ultimate horror.

01 Β· Survive the Wave

Each room sends waves of enemies. Kill everything and defend yourself with combos, blocks, and dashes. Three consecutive light hits trigger a combo finisher β€” if you've unlocked Wide Release, that finisher launches a cutting shockwave outward. Block attacks at the expense of stamina, or dash to gain invincibility frames.

The Run Graph (Room Progression)

1. Main Lobbyβž”2. Hallways / Food Courtβž”3. Projection Room / Aud Aβž”4. Aud B / IMAX Hall (The Director)βž”5. Rooftop (Elite Gauntlet) / Basementβž”6. Basement (Cinema Entity Finale)
⏱️ Night Clock: 24 minutes real-time survival time.Escape Before Sunrise
What Makes It Tick

Core Features

projector

No Download. Pure Browser.

Cinema Survival runs entirely in your web browser β€” no Unity launcher, no executable, no install. Built natively on Three.js and WebGL, the game renders a fully realized 3D world with real-time lighting, shadow mapping, particle effects, and a complete cinematic post-processing pipeline. The bundle weighs under 165 kB gzipped. You open a tab. You survive.

film roll

Every Run is Different.

Each playthrough is a procedurally seeded one-way descent through the cinema. You choose which rooms to enter, which upgrades to carry, and which weapon to master. No two runs are the same β€” the daily seed locks everyone into the same building layout and upgrade rolls for competitive play, while free runs get a freshly shuffled nightmare every time you press Play.

vip card

Build Your Own Nightmare.

After each wave you gain XP embers. Level up and choose one of three upgrade cards β€” Common (grey), Rare (gold), or Epic (crimson). Stack upgrades to construct devastating builds: ignite enemies with Nitrate Flame, arc lightning between targets with Projector Arc, cheat death once per run with Second Screening, or curse yourself for raw power with the Cursed Reel ("+35% damage, but βˆ’20% max HP β€” it whispers.").

Upgrade system user interface showcase
glasses

It Looks Like a Film.

Cinema Survival runs a full cinematic shader pipeline on every frame: Unreal Bloom for neon and eyes, a custom ACES-style colour grade with teal shadows and warm highlights, chromatic aberration at screen edges, animated film grain that shifts every frame, and a full-screen danger pulse β€” the edges bleed red when your health drops. Boss encounters trigger screen shake trauma. Room transitions fade to black like a projector cut. The screen literally desaturates as you die.

clapperboard

The Cast of Horrors.

All 10 enemy types are fully procedural 3D humanoids β€” built from code, posed by a custom skeletal animation system, each with distinct silhouettes, unique attack telegraphs, and individually designed behaviour trees. The Shadow Usher stalks you with a belt lantern. The Ticket Ghost floats and lobs paper-ticket projectiles. The Shadow Brute charges and stuns itself on walls. The Living Projector sweeps a cutting beam of film light. Each enemy grows 22% larger and gains 2.3Γ— HP as an Elite.

speaker

Every Sound is Procedural.

The audio engine generates all SFX in real time using the Web Audio API β€” no sound files required for gameplay effects. The music system crossfades between per-area themes (menu β†’ combat β†’ boss β†’ victory) with a 2.5-second blend. Footsteps trigger positional dust puffs. Every enemy kind has its own growl profile. Dynamic intensity directors raise or drop the music tension based on proximity and threat level.

trophy

Grow Between Runs.

Film Reels collected during runs feed a persistent meta shop that carries across sessions. Unlock the Reel Saw and Marquee Sledge as selectable weapons. Buy permanent stat bonuses β€” Projectionist Vitality (+15 max HP per rank), Whetstone Kit (+6% damage always), Broken Curfew (+5% move speed).

curtain

The Night Has a Beginning.

Your first play opens a 32-second interactive intro cinematic. Typewritten text sets the scene over the dark lobby, click-to-advance dialogue drives the mood, and an inline character card introduces your protagonist. The cinematic triggers once, saves to localStorage, and can be replayed from Settings. Voice lines β€” generated via the browser's speech synthesis with custom pitch and rate shaping β€” accompany the subtitles.

The Cast of Horrors

Enemy Showcase

Visual Reference Panel

Common & Elite Swarms

Ushers, security guards, and film beasts roam the theater halls. Elites are distinguished by a purple circular ring at their feet, possessing 2.3x health and 22% larger size metrics.

Common enemies lineup visual
Visual Reference Panel

Act Guardians & The Core Entity

The Director controls spotlight fires and expands shockwaves, while the Cinema Entity rules the basement in a bullet-hell projectile Phase 2 climax.

Boss enemies lineup visual

Lost Audience

ID: CS-CAST-001 Β· Swarm Troop
Easy

The shuffling remnants of the cinema's last real audience β€” risen moviegoers still clutching their popcorn buckets. They appear in the largest numbers and attack with a lunging forward pounce.

Base HP26
Damage8
Speed2.3
XP Drop+5
⚑ Elite Form: HP: 60 | Dmg: 11+22% Size
AI Routine

Wanders toward the player with a slow wobble offset. Crouches at melee range, then lunges at 13 units/second. Enters recovery on miss.

Counter Strategy

Knockback weapons and dash create breathing room. Never let the swarm pin you against a wall.

Shadow Usher

ID: CS-CAST-002 Β· Stalker
Medium

Gaunt figures in rotted uniforms with shiny brass buttons and a tarnished belt lantern swinging at their hip. They move fast and strike with double-claw chops.

Base HP42
Damage11
Speed3.7
XP Drop+8
⚑ Elite Form: HP: 97 | Dmg: 15+22% Size
AI Routine

Aggressive chaser. Rears arms overhead for 0.45s (telegraph), hitting in a 2.9-unit radius. Recovers for 0.7s after attacking.

Counter Strategy

The windup animation is your window. Time a heavy attack during the rear-up to interrupt and stun.

Ticket Ghost

ID: CS-CAST-003 Β· Ranged / Kiter
Easy

Eerie collector apparitions drifting above the floor, clutching paper tickets. They orbit and throw ticket bolts.

Base HP30
Damage10
Speed3.4
XP Drop+10
⚑ Elite Form: HP: 69 | Dmg: 14+22% Size
AI Routine

Kites at 8–12 units, firing ticket bolts at 10.5 units/second every 2.4s. Hovering sinusoidally.

Counter Strategy

Use obstacles to block line-of-sight. Dash through them β€” Crash Zoom (30 dmg) deletes them instantly.

Cinema Security Ghost

ID: CS-CAST-004 Β· Tank / Front Blocker
Medium

Stocky security guards with spectral batons. Features a floating blue ghost-glass barrier in front.

Base HP95
Damage15
Speed2.5
XP Drop+18
⚑ Elite Form: HP: 218 | Dmg: 20+22% Size
AI Routine

Negates all frontal damage/knockback (76Β° arc). Shoves for 15 damage in a 3.2-unit range. Slowly rotates.

Counter Strategy

Never attack frontally. Dash behind and strike. Crash Zoom dash damage fully bypasses their shield.

Shadow Brute

ID: CS-CAST-005 Β· Brawler / Charger
Hard

A hulking mass of rotted muscle and crossed harness straps. Delivers heavy slam shockwaves or runs you down.

Base HP130
Damage20
Speed2.9 (17 charge)
XP Drop+25
⚑ Elite Form: HP: 300 | Dmg: 27+22% Size
AI Routine

Slams floor (3.6-unit radius shockwave) or charges across the room at 17 units/s. Cooldown: 4.5s. Self-stuns on wall impact.

Counter Strategy

Bait charges towards walls. The wall crash grants a free 1.5s stun window to unleash heavy combos.

Film Reel Beast

ID: CS-CAST-006 Β· Speed Dasher
Hard

Hunched beast with a spinning metal film reel fused into its spine. Trailing loose celluloid strips.

Base HP70
Damage13
Speed9.5
XP Drop+20
⚑ Elite Form: HP: 161 | Dmg: 17.5+22% Size
AI Routine

Fastest enemy. Traverses on partial-homing paths. Deals 13 collision damage on contact (0.9s CD).

Counter Strategy

Knockback axes buy time. Low HP means a heavy combo deletes them, but keep an eye on their speed.

Living Projector

ID: CS-CAST-007 Β· Artillery / Summoner
Hard

A mechanical walking projector tripod with rungs, mechanical gears, and a lens headlight.

Base HP105
Damage18/s beam
Speed1.2
XP Drop+28
⚑ Elite Form: HP: 241 | Dmg: 24+22% Size
AI Routine

Fires a sweep beam of film light for 1.2 seconds. Deals 18 damage/sec. Summons Lost Audience every 9s.

Counter Strategy

Use pillars for cover. The beam telegraphs for 1.5s β€” sprint around cover then rush them in-between casts.

The Projectionist

ID: CS-CAST-008 Β· Mirror / Hunter
Very Hard

A rare elite enemy in a dark apron. Moves with jagged, creepy film-frame animation timings.

Base HP85
Damage14
Speed4.2
XP Drop+35
AI Routine

Mirrors player movement to intercept. Throws explosive burning film canisters on approach.

Counter Strategy

Attack unpredictably to break his mirror AI. Evade canisters before engaging in melee.

The Director

ID: CS-CAST-009 Β· Stage Mastermind
Boss

Vintage mastermind clashing megaphones and commands. Impossibly tall at 3.4Γ— human scale in a long coat.

Base HP680
Damage15–18
SpeedTheatrical Glide
XP Drop+220
AI Routine

Claps hands for full-room red shockwaves (15 dmg, double clap under 55% HP). Calls down burning spotlights (18 dmg). Summons swarms.

Counter Strategy

Dash directly through the CLAP shockwave ring. Move between yellow spotlight targets, and kill adds fast.

The Cinema Entity

ID: CS-CAST-010 Β· The Core Building
Boss

A massive stone-fused giant with writhe curtain arms and a cinema screen eye. The final boss representing the cinema itself.

Base HP1150
Damage13–32
SpeedStationary / Accelerated
XP Drop+500
AI Routine

Ph 1: Radial project volleys (13 dmg), curtain slams, Devour (32 dmg, 5.2-unit radius). Ph 2 (under 50% HP): Red eye, massive continuous spiral barrages.

Counter Strategy

Save Second Screening cheat death for Ph 2. Run perpendicular to escape Devour. Strafe in circles during spiral barrages.

Your Only Tools

The Survival Axes

Slash your way through the shadows. Your weapon is chosen at run start and defines your entire attack identity: swing speed, arc width, knockback force, combo timing, and heavy-attack power.

Survival weapons lineup featuring glowing axes

Fire Axe

Default β€” always available
β€œThe projectionist's old friend. Balanced and dependable.”

The all-rounder. Found hanging in red emergency cases throughout the lobby β€” its silhouette is immediately readable and its reliable knockback keeps crowds at distance. The wide arc rewards aggressive positioning in open spaces. Heavy attack has a satisfying charge-then-release feel that sends elites stumbling backward. Ideal for new runs and all-round builds.

Light Damage22
Heavy Damage57 (2.6x)
Attack Speed0.42s per swing
Heavy Charge0.55s
Range3.3 units
Swing Arc153Β° swing
KnockbackHigh (5 units)
Recommended Synergies

Sharpened Edge (Γ—5 stacks pushes heavy attack past 100 damage), Freeze Frame (stun enemies mid-charge), Wide Release (finisher shockwave from a wide arc).

Reel Saw

Meta shop β€” Unlock: Reel Saw (120 Film Reels)
β€œA spinning blade of razor film. Fast, hungry, relentless.”

The speed demon. A spinning disc of living film strip β€” lighter damage per hit but hitting twice as fast means the DPS leads the pack with the right build. Its low knockback means enemies stay close β€” this is a high-risk, high-reward playstyle. The tight arc demands precise facing. Combos build and reset faster, making the Wide Release finisher more frequent.

Light Damage13
Heavy Damage28 (2.2x)
Attack Speed0.24s per swing
Heavy Charge0.45s
Range2.9 units
Swing Arc126Β° swing
KnockbackLow (2.5 units)
Recommended Synergies

Frenzy Editing (kills grant +8% attack speed stacking to 5 β€” incredible on this weapon), Blood Ticket (lifesteal keeps you alive at close range), Quick Hands (Γ—4 stacks push the attack rate to sub-0.15s per swing).

Marquee Sledge

Meta shop β€” Unlock: Marquee Sledge (120 Film Reels)
β€œTorn from the marquee sign. Slow, wide, devastating.”

The crowd controller. A colossal steel-and-neon hammer torn from the cinema's exterior marquee sign. Each light swing punishes a full 207Β° arc β€” nearly every enemy in front of you gets caught. The heavy attack sends everything in range flying into walls. Low speed requires positioning mastery: use the dash to reposition, then punish with the massive arc. The Sledge scales absurdly with Director's Cut (critical damage) and Stun.

Light Damage38
Heavy Damage114 (3.0x)
Attack Speed0.72s per swing
Heavy Charge0.80s
Range3.8 units
Swing Arc207Β° swing
KnockbackExtreme (9 units)
Recommended Synergies

Freeze Frame + Stun combo (heavy attack stuns everything, you follow with light combos while they're frozen), Wide Release (an already-wide arc creates enormous shockwaves on finishers), Barbed Wire Frame (enemies stay close enough to constantly proc the thorns damage).

Survival Arenas

The Theatre Locations

Nine distinct regions of the Cinema. Navigating the seating grids and utilizing stage hazards is key to surviving the night. Each room has its own lighting mood, environmental storytelling, and Location Mechanic.

Theatre locations schematic

Main Lobby

TIER 0 Β· 1 WAVES

ROOM ID: CS-LOC-LOBBY / HAZARD: First Contact

The primary point of entry. A wide-open space with marble-tiled floors, cracked columns, glass ticket booths (now smashed), decaying concession stands with scattered popcorn, and torn movie poster display cases. Emergency lighting casts long red shadows.

πŸ’‘ Location Mechanic: Ticket Boost

Breaking the glass ticket booths in the lobby drops double XP embers. Experienced players prioritize destroying them at the start of wave 1 to maximize early XP.

Under The Hood

Tech Stack

Cinema Survival is 100% browser-native β€” no Unity, no Unreal, no plugin. Every system from the 3D renderer to the audio engine to the post-processing pipeline was built from scratch using open web standards. Production bundle is just 165 kB gzipped.

projector
3D Rendering Engine

THREE.JS (r166)

Handles the scene graph, materials, lights, shadows, cameras, and animation mixers. All 10 enemy types are procedurally built geometries (boxes, cylinders, spheres) combined into pivot groups in code, with zero external 3D files loaded. Low preset disables shadows/bloom.

01
glasses
Rendering & Shaders

WEBGL + CUSTOM GLSL

Combines post-processing into a single quad pass: chromatic aberration, warm-to-cold grading, filmic S-curve contrast, animated film grain hash, low-HP blood red pulse, and fade-to-black cuts. Unreal Bloom pass handles glows.

02
speaker
Procedural Sound Synth

WEB AUDIO API

Synthesizes all gameplay SFX in real time via oscillator nodes (hits, growls, chimes, and a low-HP heartbeat) with zero download cost. Linear 2.5-second crossfades blend background HTMLAudioElement tracks.

03
film strip
Procedural Textures

CANVAS 2D API

Generates noise bumpmaps for carpet, walls, leather, wood, and rust surfaces at startup, converting them to THREE.CanvasTexture. Generates blood decals with custom closed-path bezier splats.

04
clapperboard
Core Game Architecture

TYPESCRIPT (v5.5)

Strict type safety runs the combat equations, upgrade compilers, and state transitions. Typed interfaces (EnemyCtx, HudState, RunSummary) prevent critical runtime crashes during play.

05
walkie talkie
Narration & Voice Rigs

WEB SPEECH API

Directs window.speechSynthesis to read character subtitles. Renders subtitles with rate controls (0.92) and pitch variations (0.9 Β± 0.08) to reduce synthetic metallic qualities.

06
ticket
Persistance & Build

LOCALSTORAGE & VITE

LocalStorage holds v1 save profiles (meta progress, Reels) and settings separately. Vite structures code tree-shaking, deduplicating Three.js to keep minified builds under 165 kB gzipped.

07
Engine architecture blueprint
Lightweight Blueprint

By generating textures and sounds dynamically at startup, we bypass huge loading requests, guaranteeing sub-second load times on 3G connections.

Where We're Headed

Development Roadmap

Cinema Survival is in active development, moving from a feature-complete prototype through a planned sequence of production polish phases.

Phases 0-1 lockedPhase 2 compiling

Release Timeline Blueprint

The gameplay systems are locked β€” no balance changes planned during the polish initiative. Every upcoming phase adds presentation depth, visual audio assets, and player feedback loops without altering combat design.

Development roadmap visual timeline overview
theater building
PHASE 0

Playable Prototype

● COMPLETE
  • β€’The core game β€” all 9 rooms, all 10 enemy types, all three weapons, all 25 upgrades, the full boss roster, the complete run graph, meta progression, daily challenge mode, scoring system, and the full UI β€” built and verified build-clean. Bundle: 627 kB / 165 kB gzipped. Foundation locked.
projector
PHASE 1

Atmosphere Foundation

● COMPLETE
  • β€’Per-room lighting moods with dramatic key/fill/accent splits
  • β€’Full cinematic post-processing pipeline (bloom, ACES grade, vignette, grain, aberration, cold grade, low-HP pulse, fade-to-black)
  • β€’Fully procedural audio engine with per-room ambience, dynamic music director with intensity tracking, positional SFX, per-enemy growl profiles
  • β€’Combat juice: hit-stop, trauma shake, damage numbers, slash arcs, blood bursts + capped decals, telegraphs, spawn/death animations
  • β€’Player animation: breathing, bob, lean, swing/heavy windup, hurt flash, footstep dust puffs
  • β€’Premium dark UI with calm-dimming HUD, pain vignette, toasts, lore panel
  • β€’Settings system: full audio buses, graphics quality, shadow quality, camera sensitivity, screen shake, subtitles, FPS counter
  • β€’Interactive opening cinematic (32 seconds, click-to-advance, skip button, replay from Settings)
  • β€’Mute-by-default with interactive HUD toggle button
spotlight
PHASE 2

Materials & Lighting Depth

● IN PROGRESS
  • β€’Canvas bump maps on carpet (0.1), walls (0.25), wood (0.3), leather (0.25), rust (0.5) surfaces
  • β€’Procedural aged-wood plank texture (counters, editing desk), worn leather (auditorium seats), rust bloom + streaks (vending machines, shelves, generator, AC units)
  • β€’Contact-shadow blobs under all large props (counters, popcorn machine, tables, projectors, shelves, desk, AC units, generator, pillars, vending machine)
  • β€’Bounced-light fill per room (hemisphere tinted toward accentColor, intensity 0.22)
  • β€’Dust mote particle clouds inside light shafts (26-point animated fields)
  • β€’Global lighting rebalance β€” key spots reduced from 280–900 to 230–340, rooms now read as dark-cinematic rather than washed-out lavender
  • β€’Wet-surface roughness variation + drip streaks near puddles and pipe leaks
  • β€’Full playthrough verification of hallway, projection, IMAX, and rooftop rooms under new lighting balance
film strip
PHASE 3

Combat Feel & Player Polish

● PLANNED
  • β€’Per-weapon trail effects (fire-axe: red arc smear; reel-saw: circular disc blur; sledge: dust shockwave cone)
  • β€’Attack anticipation beats (distinct light pose beat before swing; heavy charge causes blade to glow brighter as charge builds)
  • β€’Enemy flinch / knockback lean hit reactions (body language reacts to being hit β€” head snaps, torso lurches)
  • β€’Per-weapon impact effects (fire-axe: stone chip debris on wall hit; reel-saw: film-strip shred particles; sledge: shockwave dust ring)
  • β€’Camera FOV kick on heavy hit connect + dash
  • β€’(Optional) Gamepad rumble via Vibration API
directors chair
PHASE 4

Enemy & Boss Production Value

● PLANNED
  • β€’Per-enemy-kind idle animations (all 10 kinds β€” currently default breathing idle)
  • β€’Per-kind death effects (Shadow Usher collapses into shadow; Ticket Ghost dissolves into ticket confetti; Cinema Entity crumbles to rubble and dust)
  • β€’Telegraph colour-language pass (enemy telegraphs: warm red/amber; player abilities: cool blue/cyan β€” clear visual grammar)
  • β€’The Director entrance cinematic + Cinema Entity Phase 2 escalation cinematic + both boss death cinematics
  • β€’Elite enemy smoke/ember identity (elites visually radiate their heightened status β€” beyond just the purple ring)
curtain
PHASE 5

UI & Presentation Premium Pass

● PLANNED
  • β€’Title screen staged reveal (marquee letters flicker on one by one, like a real cinema sign)
  • β€’Unified screen transitions + run-start cinematic card + door title cards (room name + hazard label reveal animation)
  • β€’HUD refinements: boss health bar entrance animation, dash pip sweep animation, heartbeat sync at low HP
  • β€’Modal card stagger + rarity-colour glow on level-up choices + hover lift motion + card-flip reveal
  • β€’Run-end score count-up with per-stat stagger (kills β†’ level β†’ reels β†’ time β†’ score, each fading in with a delay)
  • β€’Typography audit pass (font pairings, letter-spacing, weight/size hierarchy)
speaker
PHASE 6

Audio & Music Depth

● PLANNED
  • β€’Cinema Entity Phase 2 music build β€” overwhelming orchestral escalation timed to the Eye turning red
  • β€’New room one-shots: footsteps above the ceiling in the lobby, metal groans in the hallway, reel-flap in the projection room, seat creaks in auditoriums
  • β€’Per-weapon combat voices + distinct blocked-hit 'thunk' SFX + boss attack vocal cues ('CLAP!', 'LIGHTS!', 'PLACES!')
  • β€’Mix pass: combat music ducking on pickup collection, pickup SFX round-robin variation
popcorn
PHASE 7

Optimization & Final Details

● PLANNED
  • β€’Particle pool and projectile pool (known perf debt β€” current implementation allocates/disposes materials per spawn, creating GC pressure at high wave counts)
  • β€’Performance and memory leak audit across 10 consecutive room transitions
  • β€’Detail budget items: steam effects near pipes, lens rain effect on the IMAX screen, projector flicker sync to music beat
  • β€’Final playthrough audits at Corruption 0 and Corruption 3+, daily mode, all three weapons verified
Got Questions?

Frequently Asked Questions

Have questions about mechanics, saving, offline play, or quality settings? Review the common queries below.

Cinema Survival runs in any modern web browser β€” Chrome, Firefox, Safari, and Edge. No download, no installation, no plugin required. Open the page and play. It also functions on mobile browsers, though a keyboard and mouse is strongly recommended for the full experience.

Only for the initial page load. Once loaded, the game runs entirely offline β€” all audio is procedurally synthesized by the Web Audio API and all gameplay assets are bundled. Your save data and settings are stored locally in your browser via localStorage.

Once per calendar day, a Daily Challenge run is generated using a fixed seed. Every player globally gets the same room layout, the same upgrade roll sequence, and the same enemy compositions. Your score for a daily run is flagged separately and can be compared with other players. A new daily seed generates at midnight UTC.

Corruption is a meta-progression difficulty modifier that builds across multiple completed runs. At Corruption 0 the game runs at baseline difficulty. As Corruption increases, enemies gain more HP, elite enemy frequency rises, and boss attacks add additional projectiles. Higher Corruption also increases Film Reel rewards, accelerating meta shop unlocks.

No. Each run is a single continuous session β€” the game tracks your current room and wave state in memory, not localStorage. If you close the tab, the run ends. The night clock is real. This is intentional: the tension of an uninterruptible night is core to the design.

There's no hard cap β€” you level up every time you fill your XP bar, and the requirement scales with level. In a typical run you'll reach Level 12–18 depending on efficiency and which XP-multiplier upgrades you take. The Star Billing upgrade (+22% XP, stackable 3 times) significantly accelerates leveling. In a max-stack Star Billing run with Magnet Reel, level 25+ is achievable in a full clear.

XP is run-specific and resets each run. It fills your level bar to earn upgrade cards. Film Reels are the permanent meta currency that carries across all runs. They drop from Elite enemies, bosses, and at a base rate from wave clears. Film Reels are spent in the Meta Shop between runs to unlock weapons and buy permanent buffs.

A first-time full-clear through all 9 locations takes approximately 20–25 minutes of real time. Speed-focused runs skipping the optional Rooftop can complete in 15 minutes. The night clock caps a run at 24 minutes before triggering the Sunrise ending β€” a different win state. The Stolen Hour meta upgrade extends this by 2 minutes per rank.

Keyboard and mouse is the primary supported input. Controller support is a planned Phase 7 stretch goal (gamepad rumble via the Vibration API). The game does not currently read gamepad input.

Cinema Survival defaults to muted on first load. This follows browser autoplay policies that block audio without user interaction, and avoids startling players in public or quiet environments. Click the speaker icon in the top-right corner of the HUD, or press the M key, to unmute. Your preference is saved to localStorage immediately.

The first time you play, a 32-second interactive intro cinematic plays over the dark title lobby. Typewritten lore text sets the scene, click-to-advance dialogue drives the mood, and an inline character card introduces your protagonist β€” the Last Projectionist. After completing it once, the cinematic is saved to localStorage and will not auto-play again. It can be replayed from the Settings menu at any time.

Three presets are available β€” Low, Medium, and High. Low disables bloom, shadows, and reduces the pixel ratio for best performance. Medium compiles basic shadow mapping and bloom. High compiles PCFSoft shadow mapping (default) and bloom. Additional settings include Camera Sensitivity (0.2–2.0), Screen Shake toggle, Subtitles toggle, and an FPS Counter.

Cinema Survival is an indie project built as part of the CinemaView ecosystem β€” a love letter to horror, cinema, and the magic of a projector in the dark. The entire game is built by a solo developer using open web standards: Three.js, TypeScript, Vite, the Web Audio API, and GLSL. No game engine. No framework. Just the browser.

Final Screening

Ready to survive
the night?

The projection booth is locked. The exit signs lie. Grab your axe and step in front of the screen.