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Monster Robot Party bcd67906a4 LANE7: you can die in LEVEL 0, and how you died decides which death you get
NO HEALTH BAR. Nothing else in this game does damage, so hit points would be a
survival-horror UI bolted onto a demolition game. Instead: one meter, DREAD, fed by
every way this place gets at you — being stared at, something close behind you, each
loop, and your own coughing. It decays when nothing is happening to you, and every loop
makes it grip harder (DREAD_LOOP_GRIP), so the place gets better at this the longer you
stay.

At 100% you die, and WHICH source pushed it over decides the death, which is what keeps
the three memes legible at the one moment it matters:

  STARE  "YOU LOOKED TOO LONG / it was still. it was always still. that was never the
         safe part."                                              (Slenderman)
  REACH  "IT WAS ALREADY IN THE ROOM / you were making so much noise."
         Sprays. This is the gory one.                            (the xenomorph)
  LOOP   "YOU ARE STILL IN THE ROOM / you walked it eleven times. you will walk it
         again." Eleven loops and the room simply keeps you.       (Blair Witch)

Gore.gd is procedural — seeded blobs that swell on the lens and then bleed downward in
streaks, a wet burst at the camera (physical deaths only; being taken by the static
shouldn't spray), the camera going down to land on its side on the carpet, then the
card. The sequence is deliberately SLOW: a jumpscare is a spike, but a death should take
its time, because the seconds spent watching the lens settle are where it lands. R wakes
you up.

Player.set_frozen() so you can't stroll around during your own death.

Renamed Backrooms' VHS layer to `tape` — `dread` is the meter now, and it was clearer
anyway.

dev/probe_death.gd drives all three deaths and the revive.

Note: the "Parameter material is null" warning only appears under the headless dummy
renderer; windowed runs are clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 19:44:26 +10:00
game LANE7: you can die in LEVEL 0, and how you died decides which death you get 2026-07-31 19:44:26 +10:00
LANES LANE7: you can die in LEVEL 0, and how you died decides which death you get 2026-07-31 19:44:26 +10:00
tools LANE7: LEVEL 0 gets an entity, a tape, and a loop 2026-07-31 19:25:28 +10:00
web LANE5: deploy web toy to digalot.fyi/destroy + depot already hardened 2026-07-14 23:24:49 +10:00
.gitignore LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles 2026-07-31 16:34:00 +10:00
destroyulater.txt Restructure into monorepo: game/ is the Godot lane 2026-07-14 15:33:13 +10:00
README.md LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic 2026-07-31 19:05:56 +10:00

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 180 with zero script errors.
  • GLB convention everywhere: glTF Y-up, 1 unit = 1 m, origin at floor-center.