"stuff is invisible have to release dust or gas or something to coat items to see them to destroy them? and you inhale some of it too" THE SITE (Levels.backrooms) Mono-yellow, 2.55 m ceiling, damp carpet, a dense grid of buzzing troffers, no windows and no exit. THE WALLS ARE GENERATED — this is the site that proves the Floorplan spec can be emitted rather than authored: a seeded RNG lays partial wall runs on a 4.6 m lattice with random gaps, plus 22 freestanding pillars. It follows the reference photos rather than a maze algorithm on purpose — the Backrooms aren't corridors, they're big offset slabs in an open floor, and a proper maze would be legible. Legible is wrong. THE MECHANIC (Dust.gd) — it argues with itself, which is the whole point. Everything smashable here is invisible but SOLID; you find things by walking into them. RMB with the extinguisher throws a cloud of powder. Anything it touches is coated, glows faintly out of all that yellow for 7 seconds, then settles back into nothing. And you breathe it. Every cloud puts a little in your lungs, and the haze that builds is on YOUR side of the glass. So: spray more to see individual objects, and see the room less. Past 72% you cough — camera jolt, screen bloom, and a rage tick, because of course it does. Intended rhythm is spray -> switch to something heavy -> break it before the coating settles -> spray again, coughing. Pairs with TOTAL DESTRUCTION, since the level IS a search. Tuning that mattered: the first cloud was a wall of big blocky quads that hid the very thing it was revealing (150 finer, shorter-lived particles now), and a coated object has to POP out of a room that is entirely one colour, so the coat is near-white and faintly self-lit rather than a subtle tint. 78 objects, not 34 — a search with nothing in it is just a walk. Bug found while testing: `x as Smashable` on a freed object is itself an error in Godot 4, so the validity check has to come BEFORE the cast — destroying anything mid-level was spewing "trying to cast a freed object" every frame. dev/probe_backrooms.gd verifies the whole loop headlessly, including that the mechanic does NOT leak into the other four sites when you leave. All five sites still settle to 0.00 m/s. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2.4 KiB
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.
Five sites (Scranton branch, Pawnee city hall, a hacker house, a windowless IT
basement, and the Backrooms — where the walls are procedurally generated and everything
you're there to destroy is invisible until you coat it in extinguisher powder, some of
which you breathe) 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.
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 180with zero script errors. - GLB convention everywhere: glTF Y-up, 1 unit = 1 m, origin at floor-center.