..
demo.tscn
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
DemoDriver.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
DemoDriver.gd.uid
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
probe_arms.gd
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
probe_arms.gd.uid
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
probe_backrooms.gd
LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic
2026-07-31 19:05:56 +10:00
probe_backrooms.gd.uid
LANE7: LEVEL 0 — the Backrooms, generated walls, and the dust mechanic
2026-07-31 19:05:56 +10:00
probe_bags.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
probe_bags.gd.uid
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
probe_death.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
probe_death.gd.uid
LANE7: there are two of them, and the room changes one thing every loop
2026-07-31 20:07:44 +10:00
probe_gauntlet.gd
LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
2026-07-31 18:12:20 +10:00
probe_gauntlet.gd.uid
LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
2026-07-31 18:12:20 +10:00
probe_grocer.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
probe_grocer.gd.uid
LANE8: the greengrocer — soft stock, stacks that collapse, and litres
2026-08-01 09:38:35 +10:00
probe_horror.gd
LANE7: LEVEL 0 gets an entity, a tape, and a loop
2026-07-31 19:25:28 +10:00
probe_horror.gd.uid
LANE7: LEVEL 0 gets an entity, a tape, and a loop
2026-07-31 19:25:28 +10:00
probe_levels.gd
LANE9: the grocer is still again — settle sweep + parked scale pans
2026-08-03 23:57:25 +10:00
probe_levels.gd.uid
LANE7: the Gauntlet, four modes, two more provocations, and ambient attrition
2026-07-31 18:12:20 +10:00
probe_overlap.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
probe_overlap.gd.uid
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
probe_receipt.gd
LANE9: the incident report — HR itemizes your meltdown
2026-08-04 00:05:33 +10:00
probe_receipt.gd.uid
LANE9: the incident report — HR itemizes your meltdown
2026-08-04 00:05:33 +10:00
probe_roomba.gd
LANE9: the Roomba — company property that eats your evidence
2026-08-04 00:00:58 +10:00
probe_roomba.gd.uid
LANE9: the incident report — HR itemizes your meltdown
2026-08-04 00:05:33 +10:00
probe_scale.gd
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
probe_scale.gd.uid
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
probe_settle.gd
LANE8: scales that swing, bags that don't open, and fruit you can throw
2026-08-01 11:22:47 +10:00
probe_settle.gd.uid
LANE9: the Roomba — company property that eats your evidence
2026-08-04 00:00:58 +10:00
probe_two.gd
LANE7: there are two of them, and the room changes one thing every loop
2026-07-31 20:07:44 +10:00
probe_two.gd.uid
LANE7: there are two of them, and the room changes one thing every loop
2026-07-31 20:07:44 +10:00
probe_vm.gd
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00
probe_vm.gd.uid
LANE6: rigged FPS viewmodel, weapon loadout + material matrix, 4 HUD styles
2026-07-31 16:34:00 +10:00