Dead Of Night

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Dead Of Night
ID

117297448

Creator(s)

TMCo

Created
Attributes
Difficulty

.png

10

Length

Platformer

Objects

951,380

Copy type

Free copy

Statistics
Downloads

428K+

Likes

14K+

Rating

Featured

Audio info
Artist(s)

Recoil

Music
Music ID

2

Dead Of Night (often abbreviated as DON) is a massive Extreme Demon platformer megacollab published by TMCo and verified by GDIris on April 2025, inspired by I Wanna Be The Guy fangames (more specifically, the "Needle" type, consisting on tight corridors with spikes). Due to the immense size of the level, the game will crash in most devices.

Gameplay

Upon entering the level, the player will be presented with a night sky featuring a full moon. The scene slowly pans out until they see some ground, and then the level name appears word by word, followed by a menu with the options Play, Practice and Options.

  • Selecting Play brings the player to the Intro stage, therefore starting the level.
  • Selecting Practice allows the player to practice any part they want. Because of that, it comes with a "Spoilers!" tag.
  • Selecting Options brings the player with a second menu with the following choices:
    • Menu: Returns to the main menu.
    • Symbols: Shows some pictures that might appear at some points and their meanings. These detail the part's gravity multiplier (Shown by a cube falling under an X.X text, which is replaced by the gravity at that section), and whether double jumping is allowed at that part: No double jump is signalled by a
    • NONG: When toggled, switches some songs to their NONG alternative options.
    • LDM: When toggled, activates Low Detail in the level. Hovering over that option also shows a text prompt with a series of inputs to activate LDM at any time within the level: Left, Right, Left, Right, Up, Up, Left, Right.

Stages

Dead Of Night is divided in six chapters with a varying number of stages each. Most stages are sub-divided in two screens each.

Opening cutscene and INTRO stage

After selecting Play, TMCo's eye logo will appear pixelated for a brief moment until the pixels start behaving as in Conway's Game of Life.

After ten seconds, the screen shifts to the INTRO stage, a dark level with ground and spikes have some purple cosmic-like glow. There are some streetlights in the stage which signal checkpoints. Two of them also change the gamemode to Ball and Robot respectively. Additionally, some walls contain vines that allow the player to jump off of them.

When the player reaches the end of the INTRO stage, the screen progressively fades to white before they arrive to an open area in the wilderness, with a tent and a campfire. In order to progress, the player has to position themselves by the tent and click/tap in front of the entrance, triggering a cutscene where the player enters the tent to rest as the sun sets, making way for the full moon to rise and starting the first chapter. Each subsequent transition between chapters also involves the player entering the tent.

Chapter 1: Prologue

  • SUNNY: A sky-themed stage. The player, with the mini robot gamemode, has to reach the bottom right corner in both screens, crossing the right edge after the spike structure in the first one, and dropping into the shining hole in the second one.
  • CLOUDS: As the name suggests, clouds can be seen on the background. The player is in the mini cube gamemode, and they must reach the opening in the ceiling in both screens with the help of the white vines scattered all over the stage.
  • BASKETBALL: This stage takes place on an open basketball court at sunset. The player is in dual mode, with one icon being in mini robot mode and the other one in ball mode. A hidden pad that follows the mini robot gives the impression that the player is bouncing a ball on their head. The goal is to score a shot in the basketball nets at the right of each screen while maneuvering both robot and ball through the hazards.
  • ALLEY: In this stage, the player is in mini cube mode, and they are located in the middle of an alley at sunset. This stage only consists of one screen in which the player must reach the glowing exit at the top left corner.
  • SHOP: This stage takes place at a supermarket, and the gamemode is mini robot. First, the player must collect as much money as possible by clearing difficult obstacles. Then, they can spend the money they have earned to make the second section easier.
  • SPIN: In this stage, the player, in mini robot mode, must go through the side of a cube towards an available button. Pressing each button rotates the cube and gives the player another set of obstacles to the next one. The player must do this four times per screen.
  • CHARM: The goals in this stage appear in the form of portals. The player is in mini robot mode, but in the first screen they also become a mini ball.
  • TURNT: The player in this stage is in mini cube mode. They must firstcollect a cannon that shoots downwards when they double jump. Upon collecting it, a "j" will start chasing the player and attempt to crush them, so they need to reach the second screen fast after acquiring the weapon. Then, they must make their way to the glowing exit at the top right corner as they avoid breaking any blocks they need to stand on.
  • AFTERLIFE: After what looks like a piece of video feed, the player appears at an astral-like scene in mini cube mode. They must reach the exit at the first screen, and then the door at the bottom of the second one.
  • STREETVIEW: This stage's gimmick consists in moving spaces. The player must reach the left edge in both screens while avoiding being crushed by the pink moving ground.
  • POLYBIUS: A psychodelic stage. In the first screen, the player is in mini robot mode, and in the second screen, they are in mini spider mode. When the player reaches the end of the stage, an alarm beeping can be seen. After being turned off, the player transitions to the final stage of Chapter 1.
  • INFOMERCIAL: This stage takes place at an infomercial screen, and consists of two parts. First, an autoscroller where the player must collect cards to pass. Then, an avoidance in a weather forecast in mini UFO mode.

As the chapter ends, the fire is seemingly put out, possibly by the cold wind. When the player enters the tent again, the moon rises a bit more, and Chapter 2 begins.

Chapter 2: Frontier

  • MUSTARD: A red and yellow stage. The player must break blocks in order to reach the exit. Additionally, in the second screen, there are triggers that alternate the colours of the level while also switching the tangibility status of some blocks.
  • BRIDGE: A very simple stage, only consisting of a red bridge. There are no hazards in the stage.
  • WONDER: The player is in mini ball mode in this stage. When they double jump, some blocks and spikes disappear while others appear. Orbs in the second screen also change this way.
  • CLASSIC: This stage is decorated with pre-2.0 aesthetics, even using Time Machine as the background song. The goal in the second screen can be seen in the form of a reverse mirror portal.
  • MAZE: As the stage name suggests, the player has to collect eight hearts scattered in a dark labyrinth. The player can see a small part of the maze around them, and collecting a heart illuminates the entire maze for a short time. Upon collecting the eighth heart, the exit unlocks.
  • XXX: This 3D stage only consists of one screen, and the player must traverse a set of bridges to reach a trapdoor on the rightmost one.
  • HYPNAGOGIA: The player must reach the glowing portals in mini ball mode while avoiding the rotating laser beams. After reaching the second light, the lasers deactivate, and the player can now go to the origin to transition to the next stage.
  • CONSTELLATION: The gravity is lowered to 0.7 in this stage, which also features vertical edgewarping. The player can stand on the yellow links, and must avoid touching the red ones to reach the portals. This stage consists of three screens.
  • EVADE: This stage consists of four screens. On the first and third screens, the player is in mini cube mode and has to reach the star. On the second and fourth screens, the player is in mini robot mode and can jump infinitely. The goal there is to avoid the hazards until time runs out. These screens' timer is shown by constellations forming numbers, starting at 10 in screen two, and at 25 in screen four.
  • INSIDE: In this pixel-like stage, some spikes are longer than others. As the player traverses the stage, some stars shine when the player approaches them.
  • MEMPHIS: This grayscale stage features four checkpoints per screen. The player is in mini-robot mode and must reach the glowing exits.
  • LUNAR: This stage features a CRT-like filter. The player is in mini robot mode, except on the second checkpoint of the first screen, where he transitions to mini cube. After completing the stage, the player is graced by a starry sky before transitioning to the final stage of the chapter.
  • SAD: Blocks and spikes in this level pulse periodically. The player is in mini UFO mode in the first screen, and in mini ball mode in the second screen. If they reach the top of the screen, their location is signalled by a star. When the player reaches the portal at the second screen, the screen slowly fades to black, except for the word "SAD" at the top right corner, which continues pulsing as brightly until the rest of the screen darkens. At that moment, the lights completely fade away before transitioning to the main landscape.

The player then peeks out of the tent again. When they enter again, the moon rises again, reaching the topmost point of its trajectory.

Chapter 3: Memorium

  • PRESENTATION: In this stage, the background changes over time (except for the edges). Some small ripples also appear occasionally. The player is in mini cube mode.
  • FACTORY: After the initial jump, the block the player lands on breaks, and they fall down to an abandoned factory. The player must venture further down to turn on the power. After triggering the breaker, the lights turn on and the factory turns operational again. Some structures enter and fade out rhythmically, and some belt walls start moving upwards. The player must make use of the operational devices to ascend to the other end of the broken bridge.
  • SEASIDE: In this vaporwave-like stage, gravity is lowered to 0.3, and obstacles are only revealed when the player is close. The player can also stand on the character figures.
  • ECSTASY: In this stage, the player must collect keys to progress, but if they aren't fast enough, the path will close. Luckily, the player counts with infinite jumps.
  • SYSTEMS: In this stage, the player is in mini ball mode, and they must open the gate at the background. Once open, their gamemode changes to mini cube, and they must reach the glow at the top right corner while the obstacles turn visible when they're close to the player. But when they try to exit the place, the level turns red and some saws appear. The player switches to mini UFO mode in order to reach the real exit, at the middle top of the screen.
  • BLISS: This stage takes place at a computer screen. First, the player opens the "spikes.txt" file, and after exiting through the right edge, they try to open the "plane.jpg" file, or access the recycle bin. However, a pop-up error window suddenly appears to block the way. The player then opens Solitaire. The game is almost finished, and when they place the king of diamonds over the queen of diamonds, the cards burst out of the window, opening new ways. The player uses the "chess.jpg" icon to reach the VLC Media Player, entering a section with moving coloured structures. When the section ends, the player accesses the "plane.jpg" file and opens it, using the plane to reach the Internet Explorer icon. After opening the browser, they enter a page called "Anime Land >u<!", which is an autoscroller in which the player's gamemode changes when they touch the corresponding symbols.
  • PARADISE: On a different monitor than the previous stage, a cursor opens a file which contains the actual stage. In the second screen, the blocks the player steps on work like Minesweeper, and they must avoid stepping on mines.
  • SUDOKU: In the first screen, the player must change the blue digits in a way they satisfy the classic sudoku rules. Then, in the second screen, the player must solve a 9*9 sudoku while avoiding the black saws that appear from the edges. The gravity is lowered to 0.2, and the player can only bounce on white squares. Correctly solving the sudoku clears the stage.
  • FORENSICS: A futuristic stage. In the second screen, the player can make use of the red columns to ascend.
  • REBOOT: The clerk asks the player for a passport, and they go around the screen to get it. Once the clerk allows the player in, they have to press three buttons to awaken the system. After some time, the eye in the screen opens and the screen suddenly goes black.
  • IRIS: In this trippy stage, the player can rotate the layout (or some structures in the second screen) to reach the goal.

The player wakes up again and peeks out of the tent. The fireplace no longer emits smoke now. After the player enters the tent again, the moon continues its course.

Chapter 4: Dive

  • DAMOCLES: Presented with a sword hanging by a thread, the player must ring the bells in the level. Each bell alters the stage layout, and when the bell at the right chimes, a third one at the top appears. Sounding this third bell causes the sword to fall on a flower and some structures to tumble.
  • SCRAP: This stage takes place in a junkyard. First, the player must activate a generator, which makes a car rise. They must get on top of the car to reach the second screen, where a lightning ball tries to kill the player after they activate a button. The player must then survive for 30 seconds to clear the stage.
  • LIGHTHOUSE: This stage is dark-themed. The player is only capable of seeing obstacles thanks to the light coming from the lighthouse in the first screen, and the occasional lightning in the second screen.
  • DROWN: After diving to the depths from the previous stage, the player must descend further. Bursting bubbles allows the player to perform another double jump. After reaching the end of the second stage, they continue descending to the abyss.
  • DRAIN: The player lands next to a pipe. After entering, they end up in a blue tiled room, where they must make their way to the valve in order to reach the higher blocks and enter the grate. The player must then jump down again and into the water. Here they can use a rubber duck to jump infinite times to go further down. The player ends up among more rubber ducks, and after attempting to escape through the ceiling, the lights go out. The ducks' eyes acquire a red glow, and then, TMCo's logo appears for a while.
  • GUTTURAL: A hell-like stage. In the second screen, the player has to wait at the top left ledge for the exit to open.
  • TIDEPOOL: A red stage with the mini robot mode. A bit tight in the first screen, more open in the second one.
  • NIGHTMARE: Another red stage, featuring a blood moon that rises after the player reaches the end in the second screen.
  • SCARLET: This stage features a few traps in the form of moving spikes and fake blocks that extend the path.
  • ASH: In this stage, some obstacles blend with the dark lower half of the background. At the end, the player can interact with the hut door, or ride the boat to finish the chapter.

Once again, the player wakes up. They can enter the tent again to start Chapter 5. The moon descends a bit again, signalling the night about to end

Chapter 5: Schtizo

  • DRIZZY: In this stage, the player is restricted to a portion of the screen. The goal each screen appears in the form of hieroglyphs.
  • RED: Despite the name, the only red structures in this stage are some star-like shapes at the top. This stage only consists of one screen, and the goal is at the left eye of the figure.
  • DOPE: This stage is themed around the 420 meme. The player must collect three elements to reach the second screen, where everytime they double jump, a smoke cloud appears, temporarily obstructing the player's vision before fading out.
  • LIME: The player must collect three lime slices to reach the portal. When they do, an image of a woman appears, but it then becomes a jumpscare before dropping the player on to the second screen. Each lime they collect now glitches the level progressively until the game apparently crashes.
  • ":)": Following the crash in the previous stage, a BSOD occurs. After a while, the sad face turns happy, and the player appears at a stage with pink and light blue ground, and full of traps.
  • GRIME: A sepia-coloured stage. Occasionally, the screen's layout borders appear for some time, but these are intangible.
  • SKETCH: A colorful stage that consists of only one screen. There are tags with wavy designs that function similarly to vines in other stages. When the player reaches the exit, an eraser wipes the stage out, making the tags fall. Afterwards, the landscape is properly colored.
  • TOMB: The player explores some ruins, until they venture inside. They face a turret block after the entrance, and as they venture downwards, some structures collapse, causing the player to trap themselves if they don't react in time. After collecting the jewel that lies at the bottom, the stage lights up and most structures collapse. Due to the weight of the jewel, the player loses the ability to double jump, which is a problem for them since they now have to escape within 26 seconds before the ruins collapse. To succeed, the player has to make use of the vines.
  • VERMIN: This stage takes place in the sewers. The player is in mini robot mode, and lots of eyes can be seen in the second screen.
  • ROT: In this stage, some hazards behave differently depending on whether the player is moving or not. They must avoid the eyes' black lasers in the first screen, and also set the clock on time. The clock's hands in the second screen are dangerous too.
  • SCHACHTELLAUFWERK: This stage's title means "Box Drive" in German. In the first screen and the first half of the second one, some of the spikes are false, and therefore, intangible. After reaching the end, the stage slowly turns more nightmarish.
  • LOVE: This stage begins out peacefully, but later on it gains unsettling traits.
  • ENCOUNTER: A bossfight stage, inspired by the final boss arena of I Wanna Be The Guy. Before the battle, the player can choose the "shoot mode" in the middle of the level.
    • P2 (PC): Use WASD to move. Hold left or right arrow to shoot.
    • Jump (PC or Mobile): Shoot while holding the jump button.
    • Avoidance (Mobile): Instead of shooting, the player must survive for 75 seconds.

After walking further, the candles light up, and The Kid, the protagonist of I Wanna Be The Guy and many of the fangames derived from it, breaks through the coloured window and challenges the player to a battle. His moveset consists of various references to the original I Wanna Be The Guy game, including rotating blocks with spikes falling onto the player, and also fruit lunging at them. After defeating The Kid, he drops his gun, which bursts into one last barrage the player must survive to clear the chapter.

When the player peeks from the tent, a starfall bathes the sky. The player enters the tent one last time to start the sixth and final chapter.

Chapter 6: Apex

  • LIFT: This stage contains arrow platforms that rise for a bit to help the player progress in the first screen, but the one in the second screen appears to be out of order, forcing the player to take the stairs, which are actually portals that bring the player to another part of the screen. The player must use these stairs to reach the emergency exit located at the top left corner.
  • DISCO: A psychodelic stage. The disco ball in the first stage can kill the player.
  • CONSEQUENCES: This stage features two different settings in each of its screens. The first screen is more focused in nature, while the second one is more industrialized. The screen turns 180 degrees at the checkpoint in the second screen.
  • TETRIS: The player ends up in a Tetris game. After collecting the cheese, pieces will start falling. Jump inputs rotate the pieces clockwise. The player must build a tower using the falling tetrominoes. As they continue ascending, they'll see saws and spikes they must avoid, floating islands they can place pieces on, and also lasers they must block with tetrominoes. In the later part of the ascent, some pieces will occasionally glitch into different ones. Once the player succesfully completes the ascent, the camera will pan downwards to the bottom, as if to give the player a full view of the tower they built. A second cheese will descend towards the player, and the stage is cleared upon collecting it.
  • DROPPER: A Minecraft-themed vertical stage, where the player must fall through different series of hazards.
  • DORTNIRE: This stage is a reference to the battle royale game Fortnite. The player must eliminate opponents and gather materials which they can use to build structures. A bossfight awaits at the end of the stage, followed by a cutscene triggered when the player reaches the checkpoint on top of the cube.
  • BALANCE: A calm stage with 0.8 gravity. The player has to reach a bowl of noodles at the second screen.
  • NEST: The player cannot jump in this stage. Instead, they use an absurdly long arm to grip onto structures and grip themselves upwards. A nest with eggs awaits at the top, and if the player grabs onto the eggs for long enough, one larger egg camouflaged as the moon breaks, revealing a mighty creature before the player appears at a portal that will bring them to the final main stage of the level.
  • ASCENSION: This vertical stage is the last hurdle for the player. Played in mini UFO mode, the stage is divided in various parts.
    • First, the player must make their way upwards while avoiding the various hazards.
    • At one point, they enter dual mode, with one of the UFOs locked inside a small cell with a blue orb, and so, the controls turn similar to those of the swing mode in a classic level. The player must make use of this makeshift swing to ascend.
    • Still using the makeshift swing, the player must now avoid touching any ice as they continue ascending until they reach a single-cube portal.
    • After touching a "No mouse" sign, the player can now only ascend using vines.
    • Maintaining the same restriction from the previous section, the decoration changes to only ice. The player reaches the top, only to fall into a pit they must survive. After touching a "Mouse allowed" signal, they must ascend quickly in order to exit the pit and enter the red portal.

Ending

The player exits the tent and starts heading to the right as the sun rises. At the right edge of the screen, credits for each part are shown. The player arrives to their home after a long journey, and after entering, they can check a book on their shelf to check more detailed credits for each part, including the musics used. Some entries are blacked out, which correspond to the secret stages. After the player goes to bed, the level is completed.

Secrets

W.I.P.

Coins

W.I.P.

Trivia

  • Dead Of Night won the "Best Extreme Platformer Award" in the 2025 Geometry Dash Awards.
  • Dead Of Night is the rated level with the most objects, with around 951,380.
  • Dead Of Night features 50 songs, which is above the 21 song limit.

References