The hip-hop room has stock (7 racks, 47 bins, 2,865 records); the entry hall and back room are empty. Import all four anyway: the empty rooms are the connective tissue, and they are the only floor in the building big enough to get an office chair up to speed. A portal pair is one doorway seen from both sides, so the importer walks the graph and places each room by making its portal land exactly on its neighbour's. Every pair here sits on parallel walls with opposite facings, so each join is a pure translation — and when one isn't, it says so rather than quietly getting it wrong. It then recentres the union, emits the interior walls with a gap at each doorway, and puts the spawn in the entry hall, because that is the way in. hiphop-room <-> entry-hall <-> shop-floor <-> back-room 12.96 x 15.41 m - 36 racks - 325 bins - 302 real genre labels - 24,024 records Levels.record_store() now takes the walls and rooms from the import, hangs the street glazing on the entry hall's outer wall, and lays a light grid across whatever footprint the rooms came out as. probe_store.gd also checks the new facts: five doorways exist, and the spawn has nothing in it (excluding the player, who is supposed to be standing there — that false positive was the probe's bug, not the level's). All gates green: smoke clean, 7/7 sites 0.00 m/s, overlap CLEAN, all probes pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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|---|---|---|
| .. | ||
| assets | ||
| dev | ||
| scripts | ||
| .gitignore | ||
| main.tscn | ||
| project.godot | ||
| README.md | ||
Destroyulator — the game
Mac-first (Apple Silicon / Metal), Godot 4.7, Jolt physics.
Run it
Editor: open /Applications/Godot.app, import this folder (game/), press F5 / ▶.
CLI:
/Applications/Godot.app/Contents/MacOS/Godot --path /Users/m3ultra/Documents/Destroyulater/game
Controls
| Input | Does |
|---|---|
| WASD / Space | move / jump |
| mouse | look (Esc releases the cursor, click recaptures) |
| LMB | swing the equipped weapon |
| 1–6 · wheel · Q | pick a weapon · cycle · swap to previous |
| H | cycle HUD style (Arcade / Minimal / Work Order / Dev) |
| M | cycle game mode (Cubicle Hell / Gauntlet / Total Destruction / Against the Clock) |
| L | cycle site (Scranton / Pawnee / Incubator / Sub-level 4 / Greengrocer / Level 0 / Monster Robot Party) |
| G | restart a Gauntlet run |
| F | report the disc in hand (Find-the-Misfiled-Disc) |
| E | work at the station you're standing at (locks you in place); else hop on / off an office chair under the crosshair; else pick up whatever's there |
| LMB · G | with something in hand: throw it · put it down |
| drag ←→ | with a record held: slide the disc out of the sleeve |
| digits · arrows · ENTER · SPACE | while working: type · move cell · commit · the other thing |
| B · R | rain 500 bodies (stress gate) · reset the office |
The seven sites
scripts/Floorplan.gd builds a workplace from a data spec; scripts/Levels.gd holds
seven of them. A site is a Dictionary — bounds, palette, walls with doors and glazing,
window runs, ceiling style, light grid and style, slabs, props, desk clusters, chairs,
smashables, gauntlet records-area and spawn — so a new one is authorable in minutes and a
generator can later emit the same structure.
| palette / light | what makes it different | |
|---|---|---|
| SCRANTON BRANCH | magnolia, grey carpet, troffers | the baseline office |
| PAWNEE CITY HALL | civic beige, blue-grey | a public counter, pinboards, over-partitioned |
| THE INCUBATOR | timber, white, 3 m, pendants | nobody has a desk; they work at a dining table |
| SUB-LEVEL 4 | concrete, green strip lights | no windows, exposed services, a wall of servers |
| THE GREENGROCER | bright, pale, warm strips | everything is soft except the bottles — see below |
| LEVEL 0 | one colour, everywhere | the Backrooms. Walls are generated, and everything you're here to destroy is invisible |
| MONSTER ROBOT PARTY | timber, white, shop pink | the real shop, imported from the live storefront — see below |
dev/probe_levels.gd builds every one and reports residual motion after a full second.
All seven must read 0.00 m/s.
THE GREENGROCER — soft things
The only site whose contents are mostly soft, and that one material change rewrites
the level. produce is a new material in Smashable.PROFILES that doesn't throw shards
at all — scripts/Splat.gd bursts it instead: coloured pulp, a puddle that stays, a
squelch, and litres counted, because "how much juice did you make" is a far better score
for a greengrocer than "how many objects did you destroy".
Two knock-ons make the level play itself:
- Produce has a low
brittle_speed, so anything heavy landing on it squashes it. A pyramid therefore crushes its own bottom layer as it collapses, with no special code — knock one off the top and the pile does the rest. A shove test turned 257 items into 45 and 42 litres. - Puddles are slippery. The more mess you make, the less the floor cooperates. It cuts your acceleration rather than your top speed, so it reads as sliding rather than as being slowed down.
Stacks are built bottom-up by Main._build_stack() and nothing is glued or frozen —
they stand because they're stacked, so pulling one out of the bottom row does exactly
what you'd hope. The glass bottles behind the juice bar are the deliberate exception:
one shelf in the room that still rewards a proper swing.
Round produce is authored centred, not floor-centred like every other prop, because a rolling body whose origin sits on the floor plane wobbles like a loaded die. It also gets a sphere collider rather than the usual auto-boxed AABB — a box on an apple is why nothing used to roll, and why the lattice needed hand-tuned spacing to nest.
Three things make a pyramid of spheres actually stand up, and all three are needed:
- Measured radii.
Main._glb_radius()reads the asset instead of a table. The table said a cabbage was 84 mm; the model is 213 mm, so every row of that pyramid was driven a third of the way into the row beneath it. - Sphere lattice geometry. Each fruit sits in the dimple between four below, so the
rise per row is
sqrt(4r² − step²/2), not a guessed multiple ofr. Get it wrong and every row above the first spawns in mid-air. - A tray. A pyramid of frictionless spheres on a bare flat table cannot stand: nothing
holds the bottom row in, so the weight above wedges it outward and the display walks
itself apart in about a second.
Main._stack_tray()frames each pile in four low timber walls sized to its base row — which is what every greengrocer on earth already does. Everything sleeps within 3 s.
Hanging scales. Brass shop scales hang down the aisles at chest height on real
PinJoint3D pendulums — a static dial and rod, a scale-pan rigid body pinned at its
own origin, so the pan can only rotate about the pivot. Walk into one and it swings; hit
it with the bat and it swings hard, and the pin holds to within a millimetre. It's
steel, so it never breaks: what you get instead is a heavy brass weight loose in a room
full of stacked fruit.
Carrying and throwing. E picks up anything under 6 kg that isn't a record — an apple,
a bottle, a stapler — and LMB throws it at 11 m/s, which is six times any brittle
threshold in the game. Thrown fruit bursts wherever it lands via the same
brittle_speed path as a collapse, so there's no separate "thrown object" code. The
carried body is frozen kinematic with its collision layers zeroed while it's in the hand,
and gets them back on release.
The bag roll. The station at the bag stand is Tasks.Kind.BAGS, and it is the purest
distillation of what this game is about. Tearing one off the roll is easy. Then you have
to open it, and the bag has two ends, only one of which opens, and nothing anywhere
tells you which. You rub — alternating ← and →, because mashing one key is not rubbing
— and either the meter climbs or it doesn't, and the only way to find out is to have
already wasted several seconds on the wrong one. SPACE turns it over. That's the answer.
The game never says so.
LEVEL 0 — the Backrooms, and the dust
The only site whose walls are generated rather than authored, which is both the honest test of the spec and the right call for the fiction: the place is meant to feel endless and samey, and a seeded RNG does that better than a human placing slabs. It emits partial wall runs on a coarse lattice plus freestanding pillars — the Backrooms aren't corridors, they're big offset slabs in an open floor, and a proper maze would be legible.
scripts/Dust.gd is its mechanic. Everything smashable here is invisible but solid —
you find things by walking into them. Right-click with the fire extinguisher throws a
cloud of powder; anything it touches is coated, glows faintly out of all that yellow for
seven seconds, and then settles back into nothing.
And you breathe it. Every cloud puts a little in your lungs, and the haze it builds is on your side of the glass. So the mechanic argues with itself: spray more to see individual objects, and see the room less. Past 72% you start coughing — the camera jolts, the screen blooms, and it feeds the rage meter, because of course it does.
The intended rhythm is spray → switch to something heavy → break it before the coating settles → spray again, coughing.
…and there is something in there with you
scripts/Entity.gd borrows from three places, and each borrowing does a different job:
- Slenderman — it does not move while you are looking at it, and it has closed the distance every time you look back. Looking at it is also what builds the static, so the safe option (keep it in view) is the one that kills you slowly and the fast option (run) is the one that lets it catch up. That's the trap, and it's why Slender worked.
- Xenomorph — it hunts by sound, and the thing you came here to do is smash furniture. Every break and every puff of powder drops a marker it walks toward. Playing well is what feeds it; playing quietly means not playing. A loud enough noise overrides the freeze entirely.
- Blair Witch — walk far enough in any direction and you come out of the opposite wall into the same room, because every room here is the same room. And a wrap is when the entity gets to reposition, so "I've been here before" and "it's already here" land in the same second.
It can't be fought — weapons pass through. The outs are distance, silence, and not looking, three things the rest of the game actively discourages.
And after three loops there are two of them. THE OTHER ONE shares the silhouette — same height, same suit, same dark — so at range you cannot tell which you're looking at. Its rules are the first one's rules inverted:
| the hunter | the other one | |
|---|---|---|
| while you look at it | frozen | it comes |
| while you don't | it closes | inert |
| noise | hunts it | deaf |
| correct play | keep it in view, stay quiet | look away; noise is irrelevant |
Every instinct the first one trains into you is the way the second one kills you. The tells are close-range only, and all wrong in the same direction: its head is thrown back so it's staring at the ceiling rather than at you, its arms are raised, and its feet never reach the carpet.
The room changes one thing
Every loop, exactly one thing is different. Never two — that constraint is the whole effect. Change nothing and a loop is just a teleport; change several and it reads as a new room, which is the opposite of what this place is for. One change means you're never sure whether you noticed something or imagined it, and since the room is otherwise identical, when you are sure it's worse.
It escalates: early loops move or turn a prop, or kill a bank of lights. Later ones hang a totem that wasn't there, permanently reveal an object nobody dusted, or put the entity where you were standing a moment ago.
DREAD, and dying
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 there is 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 falls when nothing is happening to you, and every loop makes it harder to shake.
At 100% you die, and which death you get is decided by whichever source pushed it over — so the three memes stay legible in the moment it matters:
| how | the card | |
|---|---|---|
| Slenderman | you looked too long | YOU LOOKED TOO LONG — it was still. it was always still. that was never the safe part. |
| the xenomorph | it reached you, and it sprays | IT WAS ALREADY IN THE ROOM — you were making so much noise. |
| Blair Witch | eleven loops of the same room | YOU ARE STILL IN THE ROOM — you walked it eleven times. you will walk it again. |
scripts/Gore.gd does the rest, procedurally: 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), and the camera going down to land on its side on
the carpet. The sequence is deliberately slow — a jumpscare is a spike, but a death
should take its time, because the seconds you spend watching the lens settle are where it
actually lands. R to wake up.
scripts/Dread.gd is the tape: grain, scanlines, chroma split, a wandering tracking
tear, and Slender's interference driven straight off the entity's stare — the HUD element
that isn't a HUD element.
The four modes
scripts/Modes.gd, cycled with M.
- CUBICLE HELL — the main one, below.
- THE GAUNTLET —
scripts/Gauntlet.gd+scripts/Cabinet.gd. Five identical cabinets, each labelled with an alphabetical range. The brief names a client, never a cabinet, so working out that HENDERSON lives in F–J is the puzzle — nothing glows. Destruction is granular: pull a drawer, it slides out and goes live, and the folders inside become individual smashables. Doing that by hand inside the clock isn't really possible — every site hides a shredder that eats a whole open drawer at once, and the game never says so. Noticing it is the level. - TOTAL DESTRUCTION — no job, no pay. Clear the whole site, scored on time.
- AGAINST THE CLOCK — fixed timer, maximise damage value. The exact inverse of Cubicle Hell: here the expensive things are the goal rather than the mistake.
CUBICLE HELL
The mode the game is about. See ../LANES/LANE7-cubicle-hell.md
for the full design.
Rage.gd is the tilt meter: work provokes it, clean work drains it slightly, and at 100%
you SNAP into a forced destruction window that stalls if you stop destroying.
RageOverlay.gd is the blood vessel — a vignette that closes in, procedural veins that
creep further into frame, and a heartbeat that goes 62 → 172 BPM. All of it generated in
code; no textures, no shader files, no audio assets.
Tasks.gd is the job — four stations, each with one designed way of wasting your time:
- SPREADSHEET — the selected cell silently drifts one cell partway through entry. No sound, no animation. Commit without noticing and the figure is in the wrong cell.
- PHOTOCOPIER — jams, and wants the right tray out of
1, 2, 2A, 3, 3B. - STAPLES — SPACE lifts a staple, then it must be pulled the way it's bent. Dither and the sheet tears and the bundle reprints.
- GUILLOTINE — align to a mark and cut. The guide has a permanent offset and nothing on screen admits it; you have to learn to distrust the equipment.
Ambience.gd is the attrition you can't play around: the tube above your desk flickers
(and actually flickers, on the real lights), someone puts fish in the microwave, a phone
rings four desks away, reply-all to forty-one recipients. No interaction, just a periodic
tick on the meter — it's what makes the room hostile rather than merely beige.
CubicleHell.gd scores it as a payslip: wages − damages. Rage drains a flat amount
per object but each object bills at its own value, so the meltdown decision is smash a
lot of cheap things fast versus one expensive swing.
MONSTER ROBOT PARTY — the only site that isn't authored
The shop the whole game started as, and the only one imported rather than written.
The live storefront at robotmonster.party/store/ is assembled procedurally from Postgres
(the wowplatter virtual_* schema, served by recordgod), and this game's sites are already
data — so tools/import_store.py reads the real shop and emits
assets/store/shop_floor.json:
| rooms | four, stitched by the shop's own portal graph — 12.96 m × 15.41 m all up |
| racks | 36, across 21 archetypes |
| bins | 325, each carrying its real genre label (HARD TRANCE, $12-$15 EURO/ITALO HOUSE) |
| stock | 24,024 records |
The shop is hiphop-room ↔ entry-hall ↔ shop-floor ↔ back-room. Only two of those hold
stock; the entry hall and the back room are empty, and that is exactly why they are worth
importing — they are the connective tissue, the run-up, and the only floor in the building
big enough to get an office chair up to speed. Each portal pair is the same doorway seen
from both sides, so the importer places every room by making its portal land on its
neighbour's, then emits the interior walls with a gap at each doorway.
The shop's schema is the cascade. virtual_crate.rack_id already records which rack
holds which bin, so every bin arrives frozen and supported_by its rack — knock a rack
over and the actual bins that actually sit on it actually go. None of it is authored; it
comes off the shop floor. dev/probe_store.gd proves it: smashing the rack that carries
22 bins releases exactly those 22 and leaves the other 256 frozen.
Two things the importer has to reconcile, because a web storefront is a renderer:
- The mesh sizes are a lie. 21 archetypes share a handful of stand-in GLBs, so each
piece carries a
fit— the archetype's real width/height/depth from the shop's own table — and the game scales the visual to it and builds the collider from it. - Nothing collides in a renderer. A rack can sit a few centimetres inside its
neighbour and look fine for years; Jolt disagrees violently. The importer separates
them (weighted, so racks barely move and the aisles keep their shape — 3 m of total
correction across 35 racks), insets rack footprints by 1.5 cm a side, and then audits
its own output with the same test
dev/probe_overlap.gdruns.
Re-run it when the real shop is rearranged and the level follows:
python3 tools/import_store.py
The fun layer (LANE9)
Three antagonists to the tidy impulse, all riding systems that already exist:
- The Roomba (
scripts/Roomba.gd) — a robot vacuum that deploys the moment the first thing breaks and patrols eating your debris, docking points as it goes. It's company property (steel), so the weapon matrix already knows it: bare hands clank, a crowbar dents it (it panics and flees), a sledge kills it — and then the payslip bills you for it. Not in LEVEL 0; nothing cute lives in the Backrooms. - The incident report (
scripts/Receipt.gd) — when a meltdown ends, HR prints a dot-matrix receipt itemizing what you broke during it: object · unit $ · ×N · DEDUCTED. A meltdown where you broke nothing prints nothing. - The office chair —
Eon one to ride it. WASD shoves it (strong) and steers it (badly); momentum is real and ramming breaks things through the samebrittle_speedpath as any collision. Sledge your own vehicle and the ride ends where you're sitting.
The weapon-vs-material matrix
This is the decision the game is built on. A swing deals Weapon.power × Weapon.vs[material]
against that material's hp, and there are three outcomes: it breaks, it dents
(knockback + a chip of damage), or it's futile — a dead clank, no score, no combo,
and a HUD nudge to switch tools.
| cardboard | paper | vinyl | glass | wood | steel | |
|---|---|---|---|---|---|---|
| Bare Hands | ok | good | ok | ok | poor | useless |
| Box Cutter | shreds | shreds | good | poor | useless | useless |
| Cricket Bat | good | poor | great | great | ok | poor |
| Crowbar | ok | poor | ok | good | good | great |
| Sledgehammer | ok | poor | ok | great | great | great |
| Fire Extinguisher | ok | poor | ok | great | good | good |
Tuned in one place: scripts/Weapon.gd (vs tables) and scripts/Smashable.gd
(PROFILES[kind].hp). The office printer is the level boss — steel at toughness_scale = 5.0, so it's a real fight with anything but the sledge.
Weapons also differ in when they connect, not just how hard: the hit lands at
Weapon.contact through the swing animation, so the sledgehammer commits late and heavy
while the box cutter is near-instant.
The viewmodel
scripts/ViewModel.gd. Real rigged hands (mixamorig, all 20 finger bones per hand)
holding real weapon meshes.
The arms rig is instanced once per hand and each instance is placed so its own hand
bone lands on the grip — no IK solver. That works because in first person you only ever
see forearm and hand. Placement solves two aims at once: the fist's bore lines up with
the weapon shaft, and the forearm runs back toward where that shoulder would be. Both
directions are measured off the rig at load (pinky-knuckle → index-knuckle for the
bore, elbow → hand for the forearm), so the grip survives re-tuning grip_rest_rot
instead of needing a fresh set of hand-authored euler angles.
Motion is layered on one node: look-sway with spring-back, walk bob scaled by speed and
weapon heft, idle breathing, landing dip, and a keyframed swing arc per archetype
(overhead / horizontal / jab / thrust).
Assets
| Path | Source |
|---|---|
assets/viewmodel/fps_arms.glb |
tools/gen_fps_arms.py — cut from the GODVERSE modular character kit |
assets/viewmodel/{bat,sledge,crowbar,cutter,extinguisher}.glb |
tools/gen_viewmodel.py — procedural, grip at origin, shaft +Y |
assets/store/*.glb + *.fractured.glb |
Lane 2 prop batch; the fractured sibling drives real chunk destruction |
assets/art/sleeves_*.jpg |
3×3 sheets of generated cover art, windowed per record via uv1 offset |
Regenerate either set with:
/Applications/Blender.app/Contents/MacOS/Blender --background --python tools/gen_viewmodel.py -- --render
Dev harness
dev/ is not shipped. Because macOS screen-recording permission isn't available to the
CLI, the game records itself:
Godot --path game --resolution 1280x720 --write-movie /tmp/cap.avi --quit-after 2250 dev/demo.tscn
dev/DemoDriver.gd drives the player through a scripted tour (every weapon, the material
matrix, the boss, all four HUDs) so a change can be eyeballed frame by frame without a
human at the keyboard. dev/probe_*.gd print rig/scale/placement numbers — renders are
too coarse to tell a 5 cm error from a 50 cm one.
Smoke test before committing
/Applications/Godot.app/Contents/MacOS/Godot --headless --path game --quit-after 300
Zero script errors required. After adding any class_name script, run
Godot --path game --editor --quit first — headless Godot won't rescan a stale class cache.
The level
scripts/Office.gd builds LEVEL 01: an open-plan office after the Dunder Mifflin floor
plan — bullpen of facing desk pairs behind cubicle partitions, reception, a glass-walled
manager's office, conference room, break room with vending machines, a copier alcove for
the printer boss, and a warehouse roller door. Drop ceiling, fluorescent troffers (which
are the actual light sources), magnolia walls, grey carpet, a window wall with blinds.
Office owns the shell and static fittings; Main._populate() owns everything
smashable, and asks Office where things go (desk_spots(), chair_spots(),
copier_spot()). Walls, desks and counters are boxes built in code because they are
boxes; chairs, vending machines, the microwave and the plant come from
tools/gen_office_props.py, because a box reads as obviously wrong for those.
The spawn guard
Placing ~40 props by formula means something will eventually spawn a few centimetres inside something else, and Jolt's depenetration is not gentle — a chair overlapping a desk left the building at 500 m/s on frame one, knocking over the furniture on its way.
Main._physics_process() speed-limits dynamic bodies for the first 0.75 s: enough for a
real overlap to push apart calmly, far too little to launch anything. Every offender is
named once in a warning with the position it was placed at, so the underlying overlap
stays visible and fixable rather than silently papered over.
Verify a level is genuinely at rest with:
/Applications/Godot.app/Contents/MacOS/Godot --headless --path game --quit-after 300 dev/demo.tscn
The demo's first act touches nothing and prints total body speed each second. It must
read 0.00 m/s, and no [spawn] warnings should appear.
The guard is a net, not a test: it only fires when Jolt happens to resolve a pair
violently on the frames it's watching, and a symmetric overlap can sit quietly for a
whole run and then launch a filing cabinet the day you change something unrelated. That
is exactly what happened — a cardboard-box pair had been interpenetrating in four
levels for weeks and only surfaced when an unrelated change shifted the RNG stream.
dev/probe_overlap.gd finds them by measurement instead of by luck, comparing every pair
of dynamic colliders across all six sites:
/Applications/Godot.app/Contents/MacOS/Godot --headless --path game --script dev/probe_overlap.gd
It must print CLEAN. The box asset is 1.35 m wide, which is why the specs now stack
boxes into piles instead of dotting them about, and why the Backrooms scatter uses
rejection sampling with a 1.6 m minimum.