..
Ambience.gd
LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
2026-07-31 18:12:20 +10:00
Ambience.gd.uid
LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
2026-07-31 18:12:20 +10:00
Backrooms.gd
LANE7: there are two of them, and the room changes one thing every loop
2026-07-31 20:07:44 +10:00
Backrooms.gd.uid
LANE7: LEVEL 0 gets an entity, a tape, and a loop
2026-07-31 19:25:28 +10:00
Cabinet.gd
LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
2026-07-31 18:12:20 +10:00
Cabinet.gd.uid
LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
2026-07-31 18:12:20 +10:00
CubicleHell.gd
LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
2026-07-31 17:34:34 +10:00
CubicleHell.gd.uid
LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
2026-07-31 17:34:34 +10:00
Dread.gd
LANE7: LEVEL 0 gets an entity, a tape, and a loop
2026-07-31 19:25:28 +10:00
Dread.gd.uid
LANE7: LEVEL 0 gets an entity, a tape, and a loop
2026-07-31 19:25:28 +10:00
Dust.gd
LANE7: LEVEL 0 gets an entity, a tape, and a loop
2026-07-31 19:25:28 +10:00
Dust.gd.uid
LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic
2026-07-31 19:05:56 +10:00
Entity.gd
LANE7: there are two of them, and the room changes one thing every loop
2026-07-31 20:07:44 +10:00
Entity.gd.uid
LANE7: LEVEL 0 gets an entity, a tape, and a loop
2026-07-31 19:25:28 +10:00
Floorplan.gd
LANE7: four workplaces, built from data
2026-07-31 17:58:41 +10:00
Floorplan.gd.uid
LANE7: four workplaces, built from data
2026-07-31 17:58:41 +10:00
GameMode.gd
LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode
2026-07-14 19:40:52 +10:00
GameMode.gd.uid
LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode
2026-07-14 19:40:52 +10:00
Gauntlet.gd
LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
2026-07-31 18:12:20 +10:00
Gauntlet.gd.uid
LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
2026-07-31 18:12:20 +10:00
Gore.gd
LANE7: you can die in LEVEL 0, and how you died decides which death you get
2026-07-31 19:44:26 +10:00
Gore.gd.uid
LANE7: you can die in LEVEL 0, and how you died decides which death you get
2026-07-31 19:44:26 +10:00
GrabController.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
GrabController.gd.uid
LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode
2026-07-14 19:40:52 +10:00
Hud.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
Hud.gd.uid
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
Juice.gd
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
Juice.gd.uid
Restructure into monorepo: game/ is the Godot lane
2026-07-14 15:33:13 +10:00
Levels.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
Levels.gd.uid
LANE7: four workplaces, built from data
2026-07-31 17:58:41 +10:00
Main.gd
LANE9: make the stillness gate deterministic (scales + packed stacks)
2026-08-04 00:13:44 +10:00
Main.gd.uid
Restructure into monorepo: game/ is the Godot lane
2026-07-14 15:33:13 +10:00
Modes.gd
LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
2026-07-31 18:12:20 +10:00
Modes.gd.uid
LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
2026-07-31 18:12:20 +10:00
Player.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
Player.gd.uid
Restructure into monorepo: game/ is the Godot lane
2026-07-14 15:33:13 +10:00
Rage.gd
LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
2026-07-31 17:34:34 +10:00
Rage.gd.uid
LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
2026-07-31 17:34:34 +10:00
RageOverlay.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
RageOverlay.gd.uid
LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
2026-07-31 17:34:34 +10:00
Receipt.gd
LANE9: the incident report — HR itemizes your meltdown
2026-08-04 00:05:33 +10:00
Receipt.gd.uid
LANE9: the incident report — HR itemizes your meltdown
2026-08-04 00:05:33 +10:00
Record.gd
LANE6: LEVEL 01 is an office — Dunder Mifflin floor plan, and a spawn guard
2026-07-31 17:13:23 +10:00
Record.gd.uid
LANE1: record-destruction ritual + Find-the-Misfiled-Disc mode
2026-07-14 19:40:52 +10:00
Roomba.gd
LANE9: the Roomba — company property that eats your evidence
2026-08-04 00:00:58 +10:00
Roomba.gd.uid
LANE9: the Roomba — company property that eats your evidence
2026-08-04 00:00:58 +10:00
Smashable.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
Smashable.gd.uid
Restructure into monorepo: game/ is the Godot lane
2026-07-14 15:33:13 +10:00
Splat.gd
LANE8: the greengrocer — soft stock, stacks that collapse, and litres
2026-08-01 09:38:35 +10:00
Splat.gd.uid
LANE8: the greengrocer — soft stock, stacks that collapse, and litres
2026-08-01 09:38:35 +10:00
Tasks.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
Tasks.gd.uid
LANE7: CUBICLE HELL — the tilt loop, the job, and the payslip
2026-07-31 17:34:34 +10:00
ViewModel.gd
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
ViewModel.gd.uid
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
Weapon.gd
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
Weapon.gd.uid
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00