# DESTROYULATOR *Clock out. Smash everything.* A comedic, non-violent, first-person workplace-destruction game from Monster Robot Party. Nobody gets hurt but the furniture. **The game is CUBICLE HELL.** You work a shift doing deliberately infuriating office tasks. A rage meter fills. When it fills you *snap*, and you physically cannot go back to your desk until you've broken enough things. Then you sit back down and try to earn the rest of your day. Your score is your payslip: **wages earned minus damages caused** — so during a meltdown you want to wreck a lot of cheap rubbish rather than one expensive filing cabinet. Falling Down, scored by payroll. **Four sites** (Scranton branch, Pawnee city hall, a hacker house, a windowless IT basement) and **four modes** (Cubicle Hell, the Gauntlet, Total Destruction, Against the Clock). Sites are data, not code — see `game/scripts/Levels.gd`. Design, built and planned, lives in [`LANES/LANE7-cubicle-hell.md`](LANES/LANE7-cubicle-hell.md). ## Monorepo layout — one lane per directory | Dir | Lane | What | |---|---|---| | `game/` | **Lane 1 — the game** | Godot 4.7 (Jolt physics, Mac-native). The shippable build. | | `web/` | **Lane 3 — web toy** | Three.js dig-and-destroy demo (planned; thriftgod-adjacent). | | `tools/` | asset build | Blender generators for the viewmodel + office props. Re-runnable. | | `LANES/` | coordination | Execution specs for parallel Claude/Opus work sessions. | | `3D-STORE/` | *not in git* | 700MB Blender/Unreal source-asset vault (see `.gitignore`). | | `destroyulater.txt` | lore | The founding chat where the idea happened. | Asset generation lives in its own repo: `~/Documents/meshgod` (text→GLB factory). The first-person arms are cut from `~/Documents/character_kit_modular` (the GODVERSE modular character kit) by `tools/gen_fps_arms.py`. ## Rules for parallel work sessions - **A lane session writes ONLY inside its own directory.** Cross-lane contracts (asset formats, file drops) are specified in `LANES/*.md`. - Every change to `game/` must pass the headless smoke test before commit: `Godot --headless --path game --quit-after 180` with zero script errors. - GLB convention everywhere: glTF Y-up, 1 unit = 1 m, origin at floor-center.