Press
Press kit
Facts, images and a contact address.
Fact sheet
| Title | NIGHTCELL 7: FALSE DAWN |
| Genre | First-person tactical action shooter |
| Structure | Episodic, two opposing playable campaigns per episode |
| Price | $9.99 per episode; free demo and free multiplayer alpha |
| Platforms | Browser, PWA, Windows, macOS, Linux |
| Engine | Babylon.js and TypeScript |
| Multiplayer | Server-authoritative 6v6 Team Deathmatch |
| Status | Early development; campaigns not yet playable |
| Source | github.com/profullstack/nightcell7 |
Description
A premium episodic shooter that launches from a browser. Every theater contains two opposing playable campaigns that overlap in time and reinterpret each other — an American deep-cover operative and an Iranian counterintelligence officer, each hunting the other on evidence that has been manufactured. Neither country is written as the villain.
Trailer
Alpha footage of Ardavan Yard, the 6v6 multiplayer map — not campaign material, and not a cut trailer with title cards. It is the sandbox as it plays today.
Download the trailer — 6.7 MB, 26 s, 1280×720 at 30 fps, H.264 High / AAC, MP4. Free to use in coverage, with a credit to NIGHTCELL 7. The poster frame above is a still from the film itself and may be used the same way.
Gameplay
02First contact at the Nightcell spawn: the C9 Kestrel on a Directorate fighter. 03Moving up the centre lane between the containers, squad ahead. 04Holding the spawn exit: stamina, armour, magazine and reserve on the status bar, frag ready.
Captured from the playable build at 1920×1080 by tools/art/capture-gameplay.mjs, which drives the real game rather than posing a scene. Click any frame to view it full size.
Art pass
All 30 production models in the build come from the IRON RAIN pass — original geometry, rigged and exported as glTF.
Every tile is a render of the exported file, not a concept sketch: the sheet matches apps/game/public/assets/models/ one for one, triangle counts included. Original geometry, generated by tools/art/iron-rain/generate.py. Open it to read the labels.
The map
The west catwalk above the pipe rack — one of the yard's two vertical routes, and the only place both spawn markers are visible at once. The east lane, running between the storage tanks and the perimeter with the gantry deck overhead. From the east gantry, looking back across the container yard under the white floodlight masts.
In-engine capture of Ardavan Yard — the 6v6 map built from Episode 1’s refinery architecture. Every solid you see is the collision geometry the multiplayer server enforces. Alpha footage: campaign locations are not yet photographable.
Using these
Every image and the film on this page may be used in coverage with a credit to NIGHTCELL 7. Open any frame to get it at full size, or take the originals from the repository: docs/screenshots/ for the gameplay frames, docs/art/ for the asset sheet, docs/trailer/ for the film. Each directory carries a manifest recording the commit it was made from.
Contact
Fiction notice
NIGHTCELL 7 is fictional. Its organisations, facilities, operations and characters are invented, and it does not depict any real government, military operation or current event. We ask that coverage reflects that.