Alien Life Arcade
Exploration · Survival

Nightside

The base has lost power. Below it, the light is only what you carry.

KeyboardTouchPointerGamepadReduced MotionColorblind SafeKeyboard OnlySave ExportNo FlashingPausable
The GamePlay
Play full screen best in landscape
The ControlsHow to Play
The IdeaAbout

The far side of the Moon is not the dark side — it gets as much sun as the near side does. What it never gets is Earth. No Earthlight, no line of sight home, and during the fourteen-day lunar night nothing overhead but stars. Every real proposal for a far-side base has had to answer the same question this game is built on: what happens when the power fails and the nearest help is three days away. Nightside reduces that to its smallest honest form. You have a lamp, a tank, and four dead nodes. Light restores air; distance costs it. There is no combat, no enemy, and nothing chasing you. The pressure is entirely arithmetic, and the arithmetic is visible the whole time.

The RecordChangelog
  1. 2.0.0 2026-08-25
    • Act II: THE DEEP. The ice levels below the base, never wired for power, where the only light is what you carry.
    • BEACONS. Finite, portable, permanent where you drop them — the wager becomes a route you draw yourself.
    • Salvage: canisters, charge packs, cores, and recorders carrying the site's last logs.
    • Four upgrades at the terminal. None is a pure number increase except the Rebreather, and that one is on purpose.
    • Three things in the dark. Drifters refuse lit ground; a Clutch wakes when you pass close; a Hollow eats your beacons and never touches you.
    • There is still no combat and there never will be — light is the only answer to everything.
    • A full ending, and seven logs that buy nothing.
  2. 1.1.0 2026-08-16
    • Act 2: the surface. An open plain outside the base, with the relay array at the far end.
    • The oxygen rule inverts outside — nothing refills, the drain doubles, and the airlock is the only refuge.
    • A scripted opening explains what happened. Always skippable, and it terminates on its own if no key is ever pressed.
    • New HUD: an edge waypoint with distance in metres, an objective line, and a low-air vignette that is motion-gated and under 3 Hz.
    • Backgrounds, terrain and props generated from a single style bible so one prompt change restyles the whole level.
  3. 1.0.0 2026-08-16
    • First playable. Eight-direction walking character, Wang-tiled base, scrolling camera, suit lamp and a compositing darkness pass.
    • Animation phase advances with distance travelled rather than on a timer, so the feet match the ground at every speed.
    • Facing direction is sticky past the sector boundary, which removes the flicker an eight-way sprite gets on a held diagonal.
    • Tile art palette-locked to 48 colours shared across all eight facings: the generator's own palette stability measured 30-50% per cycle before locking.
    • Wang corner bit order measured from the tile pixels rather than assumed; the assumed order was the exact reverse and would have mirrored every map.