Midnight Movers
Empty it before anybody wakes up
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Lift · Carry · Do not wake them
Empty the house by morning.
Somebody is asleep upstairs.
Every piece of furniture is a different way to lose the night. The crockery is what wakes people. The rug is what walks you into the doorframe. The wardrobe is quiet, unbreakable, and slow enough that the sunrise gets you instead.
- 01Pick your route
- 02Pick your pace
- 03Beat the sunrise
01Noise is a rate — stop, and they settle02The torch stops you bumping and wakes people03Five things, five ways to lose the nightAbout Midnight Movers
Midnight Movers is a free first-person game about emptying a house of furniture before dawn without waking the people asleep in it. There is no combat and nothing chases you. What there is, is a clock, a noise meter, and four or five things that each have to be carried differently.
Noise is a rate, not a score
Every sleeper has a level of noise they can sleep through. Anything above it starts them stirring, and the moment you stop, they settle back down — so standing still is a real move, and the meter running back down is worth watching. Noise also travels: through an open doorway it barely fades, through a wall it does. Which room you make a sound in matters as much as how loud it was.
Five things, five ways to lose the night
A standing lamp is light and fragile; it is the one that breaks. A crate of crockery rattles with every step you take, and it is what wakes people. A rolled rug is completely silent and you cannot see past it, which makes it the thing that walks you into the doorframe. An oak wardrobe is quiet, unbreakable and so heavy that the only thing that can beat you with it is the sunrise. A grandfather clock is loud and fragile, which is as unfair as it sounds.
The torch is a trade, not a setting
In the dark you walk into furniture, and a bump breaks whatever you are holding. With the torch on you can see the room — and a beam across a sleeping face wakes somebody as well as a dropped plate does. Played with it on all night, the house wakes. Played with it off all night, things break. It is meant to be turned on and off as you move, and the room somebody is sleeping in is the room to turn it off in.
The house is generated, and the route is a decision
Each house is laid out fresh, big enough to have two ways round, with the sleepers put in the rooms you would naturally walk through rather than tucked out of the way. That is deliberate: it makes the shortest way to the van and the quietest way to the van two different roads, and choosing between them is most of the game. One piece of furniture is always in a room somebody is asleep in, and there is no way to route around that one — only to play it carefully.
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Midnight Movers rankings
Ranked on XP earned from houses cleared and furniture loaded intact. Today resets at midnight IST, the week resets on Monday.
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Midnight Movers — frequently asked questions
Is Midnight Movers free to play?
Yes. It runs in the browser with no download and no sign-up.
What am I supposed to be doing?
Emptying a house of furniture, one piece at a time, out to the van on the street — before the sun comes up and without waking anybody who is asleep inside it.
How do people wake up?
Noise, and it is a rate rather than a total. Every sleeper has a level they can sleep through; anything above it starts them stirring, and they settle back down again when you stop. Noise carries — through a doorway is much louder than through a wall — so the room you are in matters as much as how fast you are moving.
Why can I not just creep everywhere?
Because of the clock. Creeping is close to silent and it is slow, and a house takes several trips. Creep the whole night and dawn arrives with the wardrobe still on the landing, which loses the night just as surely as waking somebody does.
Does it matter what I am carrying?
It is the whole game. Each thing loses you the night in its own way. A standing lamp breaks. A crate of crockery is what wakes people. A rolled rug is silent and you cannot see past it, so it is the one that walks you into things. An oak wardrobe is quiet and unbreakable and so slow that only the clock can beat you. A grandfather clock manages to be both loud and fragile.
What is the torch for?
Not walking into things. In the dark you bump into furniture, and a bump breaks whatever is in your arms — but a beam across a sleeping face wakes people just as well as a bang does. Leaving it on all night wakes the house; leaving it off all night breaks things. It goes on and off as you move through the rooms.
Are the sleepers other players?
No, and there are no other players. Everybody in the house is part of the level. There are four kinds — a heavy sleeper, a light one, somebody barely asleep, and a dog, which has no tolerance for a torch at all.
Does it work on a phone?
Yes. There are on-screen pads for moving and for changing pace, and looking around is a drag.
Tell us what to fix
Found a bug, or think something should play differently? This goes straight to the developer — no account, no email address required.