TITLE: Five Nights at Gigachads (Working Title) GENRE: Night-shift survival horror inspired by FNaF. Focus on system management, tension, and sudden lethal consequences. SETTING: A Gigachad Production Facility where various Gigachad variants and experiments were created. The facility still runs at night in maintenance mode. You are hired as the night security guard to monitor systems and prevent failures. PLAYER ROLE: The player monitors cameras, doors, power, noise levels, and system overrides. Survival depends on attention, timing, and prioritization. No enemy is defeated — only delayed or managed. -------------------------------------------------- ENEMIES & BEHAVIOR -------------------------------------------------- 1. GIGACHAD (Prime Model) - Appears late-game. - Slow, deliberate movement. - If he enters the office: - Screams and punches the player. - Player is knocked unconscious. - Immediate game over. - Can be stopped by the security door. - Clear audio and visual warnings before entry. Theme: Raw dominance and superiority. -------------------------------------------------- 2. GIGAFLY - Extremely fast Gigachad variant. - Rushes directly toward the office. - Can be stopped by closing the door in time. - If he enters: - Drags the player into darkness. - Screen blurs, buzzing stops, game over. - Requires quick reactions and door management. Theme: Speed taken beyond control. -------------------------------------------------- 3. NOPHONO - Cryptic entity with no facial features. - Wears blue and white clothing. - Hides and avoids direct camera focus. - Gives subtle warnings (audio glitches, visual distortions). - If he enters the office: - Appears briefly. - Black void tentacles emerge from his back. - Tentacles lunge at the player’s face. - Instant black screen and game over. - Only attacks once per night. Theme: The unknown and unquantifiable. -------------------------------------------------- 4. GIGABOY - Deformed, non-lethal Gigachad experiment. - Primary role is distraction and chaos. - Causes: - Loud noises - Fake alerts - Camera interference - System malfunctions - Cannot directly kill the player. - Excessive noise caused by Gigaboy can trigger Buffed Gigachad. Theme: Imperfection that refuses to disappear. -------------------------------------------------- 5. GIGASOLDIER - Militarized Gigachad experiment. - Equipped with a machine gun. - Activates a “neutralization protocol.” - Player must override the system within a time window. - If not overridden: - GigaSoldier rushes the office. - Shoots the player. - Blurred screen with blood overlay. - Game over. - Override windows are clear and fair. - Cannot stack with other active attacks. Theme: Perfection enforced through violence and protocol. -------------------------------------------------- 6. BUFFED GIGACHAD - Over-optimized monster variant. - Normally contained. - Triggered if Gigaboy causes excessive noise over time. - Warnings include: - Structural alarms - Deep rumbling sounds - Door cracks - System messages - If triggered: - Punches through the security door. - Instantly punches and kills the player. - Immediate game over. - Can only activate once per night. - Noise can be reduced to prevent activation. Theme: Perfection taken too far causes collapse. -------------------------------------------------- NIGHT PROGRESSION -------------------------------------------------- NIGHT 1: - Gigaboy only. - Tutorial night. - No lethal threats. - Buffed Gigachad disabled. NIGHT 2: - Gigaboy - Gigafly - Introduces door timing and pressure. NIGHT 3: - Gigaboy - Gigafly - NoPhono - Introduces stealth awareness and audio cues. NIGHT 4: - Gigaboy - Gigafly - NoPhono - GigaSoldier - Introduces system overrides and multitasking. NIGHT 5: - All enemies active. - Gigachad introduced. - Buffed Gigachad becomes a conditional threat. - Full system management required. -------------------------------------------------- CORE SYSTEMS -------------------------------------------------- - Camera monitoring - Door control - Power management - Noise meter - System override interface - Audio cue recognition -------------------------------------------------- DESIGN PHILOSOPHY -------------------------------------------------- - No random deaths. - Every enemy has: - Clear warning signs - A specific counter - A distinct role - Horror comes from pressure, anticipation, and consequences. - Player failure always feels earned. -------------------------------------------------- CORE THEMES -------------------------------------------------- - Obsession with perfection - Dehumanization through optimization - Systems deciding who is “acceptable” - Human oversight becoming obsolete - Chaos caused by ignored imperfections -------------------------------------------------- SIMPLE GAME CONCEPT (Flexible / Change-Friendly Version) Working Title Five Nights at Gigachads (placeholder) Core Idea You are a night security guard working in a closed Gigachad research facility. During the night, experimental Gigachad variants roam the building while automated systems slowly fail. Your goal is simple: Survive until morning by managing doors, cameras, power, and system controls. You do not fight enemies. You only delay them, distract them, or prevent them from reaching you. Setting The facility was designed to create and refine “perfect” human variants. Most experiments were shut down or abandoned, but the systems still operate at night. The building feels controlled, sterile, and corporate — but increasingly unstable as nights pass. Gameplay Loop (Very Simple) Watch security cameras Listen for audio cues Close doors at the right time Manage limited power Fix or override systems when needed Mistakes stack. Too many mistakes lead to death. Enemy Concept (High-Level, Changeable) Enemies represent different failures of perfection. They each pressure the player in a different way. A direct threat Slow, powerful, dangerous up close. A fast threat Rushes the office, requires fast reactions. A stealth threat Hides, gives subtle warnings, punishes inattention. A distraction threat Non-lethal, causes noise and system problems. A protocol-based threat Uses automated systems to attack if not overridden. A containment threat Normally inactive, triggered only if chaos is ignored. These roles can be renamed, redesigned, merged, or replaced without changing the game’s structure. Night Progression (Flexible Structure) Early nights: Few threats, slow pace, learning mechanics. Mid nights: Multiple threats active, more multitasking. Final night: All systems under pressure. Small mistakes have big consequences. Order, difficulty, and enemy count can be adjusted easily. Horror Style Tension over gore Loud audio cues and sudden silence Fast jumpscares mixed with slow dread Fear comes from anticipation and responsibility, not randomness Core Themes (Optional, Adjustable) Obsession with perfection Humans reduced to data Systems replacing judgment Experiments that went too far Ignored flaws causing collapse Themes can be leaned into or toned down depending on tone (serious, satirical, or mixed). What Can Be Changed Easily Enemy designs and names Number of nights Difficulty curve Tone (serious horror vs dark humor) Art style Lore depth Endings Systems (power, noise, overrides) The core loop stays intact no matter what changes. One-Sentence Pitch A night-shift survival horror game where you guard a failed Gigachad facility, managing unstable systems and experimental variants until morning.