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Ambience.gd
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LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
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2026-07-31 18:12:20 +10:00 |
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Ambience.gd.uid
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LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
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2026-07-31 18:12:20 +10:00 |
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Backrooms.gd
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LANE7: there are two of them, and the room changes one thing every loop
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2026-07-31 20:07:44 +10:00 |
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Backrooms.gd.uid
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LANE7: LEVEL 0 gets an entity, a tape, and a loop
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2026-07-31 19:25:28 +10:00 |
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Cabinet.gd
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LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
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2026-07-31 18:12:20 +10:00 |
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Cabinet.gd.uid
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LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
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2026-07-31 18:12:20 +10:00 |
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CubicleHell.gd
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LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
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2026-07-31 17:34:34 +10:00 |
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CubicleHell.gd.uid
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LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
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2026-07-31 17:34:34 +10:00 |
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Dread.gd
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LANE7: LEVEL 0 gets an entity, a tape, and a loop
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2026-07-31 19:25:28 +10:00 |
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Dread.gd.uid
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LANE7: LEVEL 0 gets an entity, a tape, and a loop
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2026-07-31 19:25:28 +10:00 |
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Dust.gd
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LANE7: LEVEL 0 gets an entity, a tape, and a loop
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2026-07-31 19:25:28 +10:00 |
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Dust.gd.uid
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LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic
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2026-07-31 19:05:56 +10:00 |
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Entity.gd
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LANE7: there are two of them, and the room changes one thing every loop
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2026-07-31 20:07:44 +10:00 |
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Entity.gd.uid
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LANE7: LEVEL 0 gets an entity, a tape, and a loop
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2026-07-31 19:25:28 +10:00 |
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Floorplan.gd
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LANE7: four workplaces, built from data
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2026-07-31 17:58:41 +10:00 |
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Floorplan.gd.uid
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LANE7: four workplaces, built from data
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2026-07-31 17:58:41 +10:00 |
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GameMode.gd
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LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode
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2026-07-14 19:40:52 +10:00 |
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GameMode.gd.uid
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LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode
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2026-07-14 19:40:52 +10:00 |
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Gauntlet.gd
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LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
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2026-07-31 18:12:20 +10:00 |
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Gauntlet.gd.uid
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LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
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2026-07-31 18:12:20 +10:00 |
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Gore.gd
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LANE7: you can die in LEVEL 0, and how you died decides which death you get
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2026-07-31 19:44:26 +10:00 |
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Gore.gd.uid
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LANE7: you can die in LEVEL 0, and how you died decides which death you get
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2026-07-31 19:44:26 +10:00 |
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GrabController.gd
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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GrabController.gd.uid
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LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode
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2026-07-14 19:40:52 +10:00 |
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Hud.gd
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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Hud.gd.uid
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |
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Juice.gd
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |
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Juice.gd.uid
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Restructure into monorepo: game/ is the Godot lane
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2026-07-14 15:33:13 +10:00 |
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Levels.gd
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LANE10: the whole shop — four rooms, stitched by its own portal graph
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2026-08-04 02:48:39 +10:00 |
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Levels.gd.uid
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LANE7: four workplaces, built from data
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2026-07-31 17:58:41 +10:00 |
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Main.gd
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LANE10: SITE 7 — the real shop, imported from its own database
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2026-08-04 00:49:49 +10:00 |
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Main.gd.uid
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Restructure into monorepo: game/ is the Godot lane
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2026-07-14 15:33:13 +10:00 |
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Modes.gd
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LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
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2026-07-31 18:12:20 +10:00 |
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Modes.gd.uid
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LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
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2026-07-31 18:12:20 +10:00 |
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Player.gd
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LANE9: ride the office chair
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2026-08-04 00:25:32 +10:00 |
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Player.gd.uid
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Restructure into monorepo: game/ is the Godot lane
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2026-07-14 15:33:13 +10:00 |
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Rage.gd
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LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
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2026-07-31 17:34:34 +10:00 |
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Rage.gd.uid
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LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
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2026-07-31 17:34:34 +10:00 |
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RageOverlay.gd
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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RageOverlay.gd.uid
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LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
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2026-07-31 17:34:34 +10:00 |
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Receipt.gd
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LANE9: the incident report — HR itemizes your meltdown
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2026-08-04 00:05:33 +10:00 |
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Receipt.gd.uid
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LANE9: the incident report — HR itemizes your meltdown
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2026-08-04 00:05:33 +10:00 |
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Record.gd
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LANE6: LEVEL 01 is an office — Dunder Mifflin floor plan, and a spawn guard
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2026-07-31 17:13:23 +10:00 |
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Record.gd.uid
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LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode
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2026-07-14 19:40:52 +10:00 |
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Roomba.gd
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LANE9: the Roomba — company property that eats your evidence
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2026-08-04 00:00:58 +10:00 |
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Roomba.gd.uid
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LANE9: the Roomba — company property that eats your evidence
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2026-08-04 00:00:58 +10:00 |
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Smashable.gd
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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Smashable.gd.uid
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Restructure into monorepo: game/ is the Godot lane
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2026-07-14 15:33:13 +10:00 |
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Splat.gd
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LANE8: the greengrocer — soft stock, stacks that collapse, and litres
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2026-08-01 09:38:35 +10:00 |
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Splat.gd.uid
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LANE8: the greengrocer — soft stock, stacks that collapse, and litres
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2026-08-01 09:38:35 +10:00 |
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Tasks.gd
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LANE8: scales that swing, bags that don't open, and fruit you can throw
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2026-08-01 11:22:47 +10:00 |
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Tasks.gd.uid
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LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
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2026-07-31 17:34:34 +10:00 |
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ViewModel.gd
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game: sci-fi clip arms skin the fists slot — FAB Sci Fi Hands rig (Idle_Fight stance, Attack_01-04 punches, Walk/Run locomotion) shown instead of the procedural mixamo rig when bare hands equipped; other weapons unchanged. Headless probe: dev/probe_scifi.gd
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2026-08-30 12:27:23 +10:00 |
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ViewModel.gd.uid
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |
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Weapon.gd
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |
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Weapon.gd.uid
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LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
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2026-07-31 16:34:00 +10:00 |