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Nightfall Agency

Sube en el ascensor. Resuelve el caso.

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Sobre Nightfall Agency

Espionaje de ascensores con un giro detectivesco. Te infiltras piso a piso, esquivas a los guardias con los ascensores y sacas pistas de las puertas rojas. Las pistas llenan un tablero de caso y, entre misiones, señalas a un sospechoso. Los guardias son rutas de patrulla legibles y telegrafiadas, no una IA de sigilo.

Características

Lifts as a weapon

Calling a car, timing the ride and dropping it on a guard is the signature move, and the whole feel of the game is tuned around that envelope.

Guards you can read

Fixed, telegraphed patrol routes and a simple line-of-sight cone. No pathfinding, no stealth AI — every loss is a pattern you could have watched.

One complete case

A hand-authored arc of missions: gather clues from marked doors, fill the case board, then name a suspect and be told plainly whether you were right.

Three modes

The story case, an endless procedurally stacked infiltration for score, and a seeded daily building.

Buildings that are always beatable

Procedural generation is pure, tested logic: every building is completable, every lift reachable, and guard density is bounded.

No ads, no accounts

This version has no advertising SDK, no analytics and no network calls.

El texto detallado que sigue aún no está traducido y se muestra en inglés.

About Nightfall Agency

A building, a stack of floors, a set of lifts, and guards walking routes you can learn.

Red doors hold clues. Gold doors hold loot. You go up, you come back down, and between missions the agency asks you who did it.

The lift is the weapon

Calling a car, waiting for it, riding it, and timing it to come down on a guard’s head is the signature move of the genre this is descended from, and the whole feel of the game is tuned around that one envelope.

It is also the only thing that can kill a guard for free, which keeps the tension where it belongs: on positioning rather than on aim.

Guards you are meant to outthink

Fixed, telegraphed patrol routes and a simple line-of-sight cone on their facing. No pathfinding. No stealth AI.

That is a deliberate ceiling, not a missing feature. An enemy that outthinks the player is not a challenge in a game about reading a building — it is a coin flip you cannot watch coming.

The case

Clues are data, and they assemble into a board. At the end you pick a suspect from a few options and are told plainly whether you were right, with the reasoning laid out. It is a bounded, hand-authored mystery rather than a reasoning engine, which is exactly why it holds together.

What it does not do

No advertising. No analytics. No accounts. No network requests of any kind.

Everything it remembers lives in one file on your device, and Settings has a button that erases it.

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