UPDATEDStory
Black Start
Carrow lost power at 01:13. Read the emergency signs, spend your night vision, keep out of the fire warden's count, and dread the lights coming back on.
What it is
a town, one blackout
Choose-your-own-adventure nights told entirely in emergency signage, in a town that lost its power at 01:13: a 1936 swimming baths, a 24-hour supermarket, a cinema on its last night, a railway hotel, and the substation that feeds them. Every sign prints its cost in minutes and in EYES, your night vision, which light spends and standing still in the dark buys back. When the battery dies the mains come back and the building resets to 01:12; you keep what you learned, and it glows. In each building something walks the dark on a round: a fire warden's tabard that obeys every sign. A sign that would get you found says FOUND before you press it.
How to play
Controls, then the numbers that matter
You start every night on 6 EYES. Standing still in the dark buys them back a point a minute up to 12, then two minutes a point, then three near the cap of 30; never under a lamp, except the hotel’s red.
The four batteries run 2H 52M, 3H 00M, 2H 30M and 1H 58M from 01:13; the substation’s runs 90 minutes.
Green signs never lie: following escape green alone, and waiting where it is dark, always leads out.
Her tries are at 01:51, 02:29, 03:07 and 03:45 on every night. Learn them and timed signs appear.
Within 2 rooms you hear the warden, and it sees your light and hears your noise. Stand still in the dark and it walks past; STAND STILL on the gantry waits to the minute the sign it blocks is clear.
Her tries put it back on its hook unless the light shows you to it, and it sets out again quicker. In the last 10 minutes it walks to you, no faster than a room every 2 minutes: only a lit room or a sign that keeps people out will do.
Each building’s best way out finishes what it left running. The gate code opens the substation; the black start there holds only once all four are finished.
TONIGHT is one building and one night for everyone each day, by the date in Taipei, played with fresh eyes: nothing you learned in town glows, and nothing you learn that night is kept. The board counts the days you have played one to its end, and a missed day takes nothing away.
After the black start every building with a warden offers a DURATION TEST, with fresh eyes as in TONIGHT: the warden on its worst round, with everything it has added, on the posted night.
Trophies
43 trophies
Sign in and the ones you earn light up here and on your account.
The Baths
- The Baths: the battery (hidden until you find it)
- The Baths: your eyes (hidden until you find it)
- The Baths: a door worse than losing (hidden until you find it)
- The Baths: follow the green (hidden until you find it)
- The Baths: another way out (hidden until you find it)
- The Baths: the best way out (hidden until you find it)
- The Baths: found (hidden until you find it)
- The Baths: DURATION TEST PASSED
Larder 24
- Larder 24: the battery (hidden until you find it)
- Larder 24: your eyes (hidden until you find it)
- Larder 24: a door worse than losing (hidden until you find it)
- Larder 24: follow the green (hidden until you find it)
- Larder 24: another way out (hidden until you find it)
- Larder 24: the best way out (hidden until you find it)
- Larder 24: found (hidden until you find it)
- Larder 24: DURATION TEST PASSED
The Regal
- The Regal: the battery (hidden until you find it)
- The Regal: your eyes (hidden until you find it)
- The Regal: a door worse than losing (hidden until you find it)
- The Regal: follow the green (hidden until you find it)
- The Regal: another way out (hidden until you find it)
- The Regal: the best way out (hidden until you find it)
- The Regal: found (hidden until you find it)
- The Regal: DURATION TEST PASSED
The Station Hotel
- The Station Hotel: the battery (hidden until you find it)
- The Station Hotel: your eyes (hidden until you find it)
- Station Hotel: a door worse than losing (hidden until you find it)
- The Station Hotel: follow the green (hidden until you find it)
- The Station Hotel: another way out (hidden until you find it)
- The Station Hotel: the best way out (hidden until you find it)
- The Station Hotel: found (hidden until you find it)
- Station Hotel: DURATION TEST PASSED
Carrow Primary
- Carrow Primary: the battery (hidden until you find it)
- Carrow Primary: your eyes (hidden until you find it)
- Carrow Primary: too soon (hidden until you find it)
- Carrow Primary: a door worse than losing (hidden until you find it)
- Carrow Primary: walk away (hidden until you find it)
- The last night (hidden until you find it)
Carrow
- Finish what four buildings left running (hidden until you find it)
- TESTED: all four duration tests passed
TONIGHT
- FRESH EYES: out of a TONIGHT
- TONIGHT, finished on seven days
- TONIGHT, finished on thirty days
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From the changelog
What changed
StuStudios 2.2
- In Black Start, TONIGHT is one building and one night for everyone each day, and once the black start holds, every building with a warden offers a DURATION TEST on its worst round.
Black Start: a town in the dark, and something on a round
- Black Start is a choose-your-own-adventure told entirely in emergency signs. Carrow lost its power at 01:13, and every choice is one of the signs still lit, each printing its cost in battery minutes and in your night vision before you press it. In four buildings a fire warden walks a posted round: a sign that would get you found says FOUND first, standing still in the dark lets her walk past, and when she does find you the night ends there. When a battery dies the building goes back to 01:12 and you keep what you learned. 34 endings, and one last night at the substation once all four buildings are finished.
Black Start went up on the arcade
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