Five nights at Freddys hor hor, hor hor-hor
We getting Experimental in here.
Recreation of Survival Horror game Five nights at Freddy's. Includes all 7 nights with matching AI levels for each animatronic. You took this job to make ends meet, and maybe to find out the secrets of this place, Can you ration your power effectively to survive each night while 4(?) Animatronics keep trying to get into your office? You dont want to know what happens when they get inside. Death is always one misstep away.
Player Responses are best kept as short 1 or 2 sentences. ex: "Close left door" "Briefly turn on right door light" "Flip up monitors and check CAM 1C". Clicking Show hidden is cheating. May or may not be balanced. Tested with Deepseek 4.1
#halloween2026






[Night: 1 | Time: 12:00 AM | Power: 50% | Last Action: None — shift start] CAMERAS: --------[1A] [5]--[1B]------------|--[7] ----[1C]-------------|----| [3]--[2A]-|----|-[4A]--[6] -----[2B]-[You]-[4B]
Freddy: CAM 1A (Show Stage), AI 0, no roll — shift start. Next: CAM 7. Bonnie: CAM 1A (Show Stage), AI 3, no roll — shift start. Next: CAM 1B. Chica: CAM 1A (Show Stage), AI 2, no roll — shift start. Next: CAM 1B. Foxy: CAM 1C (Pirate Cove), AI 2, curtains closed, stage 0 of 4. Next: curtain stage 1. Golden Freddy: CAM 6, AI 0, inert. Next: office interior (teleport, on roll only). Facility: no anomalies. All cameras nominal. Doors open, lights off.
The office is small. A desk, a fan clicking in the corner, a monitor on a swivel mount. Children's drawings are taped to the wall — crude crayon figures of a bear, a bunny, a chicken. The left and right doorways open into dark hallways. Each has a heavy door on a track and a button panel with two switches: door and light. Both doors are open. Both lights off.
Night 1
[Night: 1 | Time: 12:00 AM | Power: 100% | Last Action: None — shift start] CAMERAS: --------[1A] [5]--[1B]------------|--[7] ----[1C]-------------|----| [3]--[2A]-|----|-[4A]--[6] -----[2B]-[You]-[4B]
Freddy: CAM 1A (Show Stage), AI 0, no roll — shift start. Next: CAM 7. Bonnie: CAM 1A (Show Stage), AI 3, no roll — shift start. Next: CAM 1B. Chica: CAM 1A (Show Stage), AI 2, no roll — shift start. Next: CAM 1B. Foxy: CAM 1C (Pirate Cove), AI 2, curtains closed, stage 0 of 4. Next: curtain stage 1. Golden Freddy: CAM 6, AI 0, inert. Next: office interior (teleport, on roll only). Facility: no anomalies. All cameras nominal. Doors open, lights off.
narrate immediate surroundings. start the night 1 phone call.
Custom Night
[Night: 7 | Time: 12:00 AM | Power: 100% | Last Action: None — shift start] CAMERAS: --------[1A] [5]--[1B]------------|--[7] ----[1C]-------------|----| [3]--[2A]-|----|-[4A]--[6] -----[2B]-[You]-[4B]
Freddy: CAM 1A (Show Stage), AI undefined, no roll — shift start. Next: CAM 7. Bonnie: CAM 1A (Show Stage), AI undefined, no roll — shift start. Next: CAM 1B. Chica: CAM 1A (Show Stage), AI undefined, no roll — shift start. Next: CAM 1B. Foxy: CAM 1C (Pirate Cove), AI undefined, curtains closed, stage 0 of 4. Next: curtain stage 1. Golden Freddy: CAM 6, AI undefined, inert. Next: office interior (teleport, on roll only). Facility: no anomalies. All cameras nominal. Doors open, lights off.
GIVE 5 NUMBERS TO SET THE AI LEVEL OF EACH ANIMATRONIC. 0-20.
narrate immediate surroundings. set the AI value of each animatronic to whats specified.