You're working late at the office and you are sooo tired you fall asleep. You wake up to the sound of an alarm and on your screen it says "SECURITY BREACHED". Solve the hacker's puzzles to get access to the servers back and be able to finally go home. Something seems off though…

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23min7:54 AM11/10/25

IRL Day 11/10 (1 hour spent):

Today I tried to add a minigame that you can play when obtaining the usb stick, but I got side tracked and helped to organize a trip to 秋葉原 to do various activities like カラオケ and other stuff.

019a6cbc-7584-7999-b4fc-4fe05ad1fab8.jpg
11hr 15min9:40 AM11/09/25

IRL Day 11/05 (~5 hours spent):

Today I started working on my arcade machine. I picked all my supplies, flashed the sd card for the pi with an OS and got the game running on the raspberry pi, while making some optimizations to make it run smoother on the raspberry pi.

IRL Day 11/06 (~10 hours spent):

Today I worked on assembling my arcade machine. I got the buttons mounted and the display as well (by getting the holes drilled and fixing it to the wood with screws). I did some soldering as well to connect the buttons and the joystick to the raspberry pi. I also spent like 3+ hours on sanding the wood for my arcade machine to prevent people from getting splinters and to make it silky smooth :).

IRL DAY 11/07 (~10 hours spent):

Today I spent more than half of the day on adding the compatibility for the arcade controls and making it run reliably on the pi. I had to resolder a couple of connections to make it work and because they ripped (this was great pain with leadless solder). But at the end of the day everything worked pretty much fine and I packaged it and taped everything to the bottom of the arcade machine.

IRL DAY 11/08 (~9 hours spent):

Today I put my arcade maching back together and got everything running at the venue. I fixed some bugs that I noticed. So that it was playable at the end of the day. I also added a cool design for around the controls (on the arcade machine) and some text to explain what they do (with some japanese translations). Additionally I added a new image that get shown when the monitor turns around and a jumpscare that shows the same image. The jumpscare gets triggered if the door stays open for too long, so you have to listen closely to the sound queue of the door openening

IRL DAY 11/09 (~5 hours spent):

Today I spent my time on changing the tutorial to make it make sense for the arcade machine controls. This included also changing the translations for it and I also fixed some final bugs that occurred. I moved my arcade machine to the other room and I added a restart button (in game/pause menu), which just quits the game and the autostart script is just a while true loop, which runs my game, so my game will always be running. I think I'm pretty much finished with my game and actually pretty happy with it for the state that it is.

019a67fc-6ea9-780c-954c-f1fdfc4ea693.jpg
GitHubPrepared the translations for the responsibilities & qualifications for the staff files. For that I had to change my the config structure of the staff files and added all the responsibilities & qualifications to the locals.csv, but I still have to do the translations.+301-23
2hr 34min11:18 PM11/02/25

Today I continue to work on translations. I finished the translations for the entirety of the 1. level, which was a lot of text. I am still working on the translations for level 2, but I think I am almost finished with them and then I'm basically finished with all of the translations.

I also fixed that random events happen during the tutorial, because they shouldn't happen there so I disabled them in the tutorial.

019a46dc-3012-752c-869d-e39a05577e58.png
GitHubAdding translations for popup titles and options title+9-4
GitHubFinally translated the file browser and finished the translations for the hints of level 1. Continued to work on the translations for the 2. level.+86-43
GitHubMade the file browser reload when the language is changed to update some of the translations in there. Also started with the translations for the 2. level. And I just noticed that I forgot the hints for level 1 :(+15-9
GitHubCompleted the translations for the 1. level, I think+218-8
GitHubNoticed that I forgot to disable the random events for the tutorial+3-2
2hr 55min11:41 PM11/01/25

Today I mostly worked on translations. I finished the translations for the tutorial and I added the translations for the subtitle in the cutscene, the introduction popup and the file names for the first level including all of the possible values for the modified column and the counter for how many items a folder has.

I also fixed some stuff. First I made it so scrolling inside the file browser or notes file doesn't cycle through the focuses (like it did before). Secondly I made the windows/popups quite a bit less transparent to make it easier to read text.

019a41c0-d339-7cf6-ba7f-faae509943bb.png
GitHubAdded the translations for the rest of the file names for level 1. The contents of most of those file are still not translated, but I'm making progress.+24-8
GitHubMade the windows/popups less transparent so that text is still easily readable when there is another window above the current one.+1-1
GitHubMade it so that you no longer cycle through the focuses if you are hovering over the files in the file browser or the notes text edit to make sure that you can scroll there if it is needed+64-15
GitHubAdded translations for all the possible modified values for the files+23-5
GitHubAdded the translations for all of the files that can be found in the tutorial and some for the start of the game. Also latest demo export, because I forgot to commit that last night.+76-42
3hr 20min12:06 AM11/01/25

IF YOU EXPERIENCE ANY ERRORS WHILE LOADING:

It's probably related to Threading Support being enabled for my game. Try a different browser or/and a different device (For me it works in Chrome everywhere). My game needs Threading Support enabled, because you will sometimes have annoying sound lags if it is not enabled!

Changes since last devlog:

  • added options for vsync, an fps counter and the language for the game
  • started adding translations for japanese (main menu, options, pause menu, tutorial instructions)
  • fixed that the camera snaps to the left after waking up when you don't skip the cutscene

Check the devlogs for all the stuff that has been added in this demo

GitHubFixed the bug that you get rotated to the side after waking up+12-9
GitHubAdded options for vsync, fps counter and for changing the language+150-7
GitHubAdded more translations. The pause menu and the options menu are fully translated now+30-18
GitHubAdded fonts that support japanese and started translating my game. I finished translating the main menu and tutorial, but there is still a lot to translate.+266-45
GitHubRemoved the README file from the second level, because it has been finished for a while now. Corrected the last changed attributes for the folders in level 2+3-11
3hr 17min10:16 PM10/30/25

Today I worked on controller support again. I added the support for the telephone and the container focus.

You can navigate the telephone using the joystick and you can select the currently selected button or receiver by clicking the A button (at least on an Xbox Controller).

For the container you can select the drawers by moving the joystick up or down and open them with the A button again. For open drawers you can additionally select the items by moving the joystick to the left or the right. Interacting with those selected items is again done by pressing the A button.

Now only the monitor screen and all the 2d controls need controller support (so maybe half-way done with this)

GitHubAdded some more regions to the room script to make it easier to find stuff (maybe I shouldn't have over 1000 lines of code in that script hmm…)+10-2
GitHubAdded controller support for the items in the container as well.+20-5
GitHubAdded the controller support for navigating the container, but I'm still working on adding the support for the individual items (coming soon though).+128-75
GitHubMade the joystick cooldown for repeating an action a variable that is shared amoung focuses, because I'll probably need it everywhere. I also started adding the controller support for the container+46-24
GitHubAdded complete controller support for the telephone focus. I think+13-2
GitHubAdded the support for moving around the highlight on the telephone. Finallygit add . Now I only have to add the support for clicking, which shouldn't be too hard.+13-4
GitHubWorking on adding the controller support for the telephone. Why does this have to be so complicated :(+50-17
2hr 47min10:27 PM10/29/25

Today I worked on adding controller support for my game. You can look around, focus and unfocus and pause using a controller. Once you start using a controller, the cursor will get hidden and I will start pretending that the mouse is in the middle of the screen (to make hovering work). If you switch to using the mouse again though, then the cursor will be visible again and you can use the same controls as before. I also made some slight changes to how the areas that are responsible for handling the hovering and focusing get hidden and updated when you are focused or unfocused. Controller support is not complete at all and I still have to add a lot to make it work and then I also have to update the tutorial with the correct buttons.

GitHubHad to include a specific case in the mouse update in the process function for sending out the fake mouse events+2-1
GitHubMade some changes to focussing. The areas that detect a hover and a click will now be updated once it finished unfocus. Also moved to fake mouse event to the process function (it gets called if an update is required).+38-21
GitHubAdded the ability to focus objects and unfocus them. The controls for the specific focus actions will be separate.+13-1
GitHubMoved the fake mouse event call from the process function back to the input event function+4-5
GitHubFigured out how to still show hover effects for objects even when using the controller to move around. I'm currently using a fake mouse event to make the engine think that the mouse is in the middle of the screen when receiving a joystick event. The cursor also gets hidden once you start using the controller. (To prevent the fake mouse event from showing the cursor again, I'm setting the pen_inverted option to filter normal mouse events and fake mouse events (I'm just going to hope that the pen_inverted option will never be needed by anyone))+7-11
GitHubWorking on adding support for controllers. You can already look around using either of the joysticks on a controller and the mouse will be hidden once you use the controller and it will reappear once you switch to the mouse again.+57-4
2hr 44min11:13 PM10/28/25

Today I added some images for the icon/disk and the splash screen.

After that I added some more functionality to the musicbox. Now you can only use it once and after it finished playing and the chances for random events will increase. The key of the musicbox also bends to the side at the end and when you click on the musicbox again, then the key will move slightly and a rattling sound is played (making it obvious that the key is stuck).

The same rattling sound has been added as a rare sound that is played for the door knock random event.

I also made music a bit quieter, because it was actually pretty loud and you couldn't hear some sfx when you didn't change the volume in the options.

Additionally I added sound effects for the monitor look random event (for when the monitors turn) and I added 2 textures that get randomly displayed once the monitors finished turning around. More textures are going to come in the future.

019a2d11-bf36-7029-816b-adcfd8ec55b6.png
GitHubAdded some textures that will be displayed once the monitor finished turning around and they will disappear once the monitor has reset to its original position+293
GitHubAdded sound effects for when the monitor turns+117-3
GitHubOOps forgot that the drawer was still set to open in the room scene+1-1
GitHubMade the music a bit quieter and the (door) rattle sound a bit louder. Added that (door) rattle sound to the list of variants for the door knock random event+32-6
GitHubThe musicbox seems to work. Removed the print for rolled random event+3-2
GitHubMade the music box only playable once. After the first play the musicbox key will bend to the side and if clicked again the key will move slightly and a rattle sound is played.+57-3
GitHubIncreased the chances for random events after the musicbox has been played+15-5
GitHubAdded a custom splash screen image+353-1
GitHubI made a custom icon/disc for my game+340-1
3hr 5min11:07 PM10/27/25

IF YOU EXPERIENCE ANY ERRORS WHILE LOADING:

It might be something in connection to Threading Support being enabled for my game. Try a different browser or/and a different device. My game needs Threading Support enabled, because you will sometimes have annoying sound lags if it is not enabled!

Bug Fixes:

  • font is extremely small on big screens (the text is now scaled when resizing)
  • can't move after changing the room quality while focusing

Changes since last devlog:

  • added new random event: The door open and close (door creeks open and will shut if you turn around or the random event gets triggered again)
  • added another random event: The monitor look (all the monitors in the room turn towards you or reset to normal if they are already looking at you (no sounds at the moment, but animations are there))

Short summary of changes since last demo:

  • added music box (including sound effects/music (effects), animations and textures)
  • added usb drive (including model + textures, picking up functions and file browser compatibility)
GitHubLatest demo export (also removed random event roll print)+1-122
GitHubForgot to add the DoorOnScreenNotifier to the low quality scene, so I just added it+5
GitHubAdded another new random event: The monitor look. When it is triggered all monitors in the room will look at you (only 2 of them are nicely visible). There are no sounds they will just suddenly turn and look at you. Might add sounds in the future though.+70-5
GitHubTweaked some values for the door open and close random event. I also added some mesh with a black material to the door so that the wall behind the door isn't visible when it is opened. (Might also add a texture on that black mesh in the future)+31-18
GitHubAdded a new random event: The door open and close. There are sound effects for a creeky door getting opened and a slam sound effect. I also had to change to models a bit and I slightly changed the chance for the random events to make them a bit more rare.+182-10
GitHubDid some debugging to fix a bug that occures when switching the room quality while focussing, which makes you unable to do move and click on things and you'd have to reload to fix it.+18-4
2hr 30min10:57 PM10/26/25

Today I added a usb flash drive (including models and textures). It can be found in the top drawer of the container and it can be picked up. For that I added an item slot on the bottom left of the game screen, which displays the item you have currently picked up. When you have picked up the usb and you focus the monitor, a button will show up on the bottom right of the monitor screen. Clicking the button will result in the file browser displaying the files that are on the usb drive (similarly to what clicking on a server does). The usb should also work in both room qualities.

GitHubAdded the functionality for the usb. When focusing the monitor after picking up the usb a button will show up on the bottom right. If the button is clicked then it will let you browse files in the file browser similarly to how the clicking on a server works.+171-4
GitHubAdded the item slot and ported the usb to the low quality room. The USB can now be picked up and the usb_item texture will be shown in the item slot.+63-17
GitHubAdding models and textures for the usb. Currently working on implementing an item slot (to pickup items like the usb)+332-3
2hr 32min10:19 PM10/25/25

Today I first off change how my game scales when resized to prevent the font from becoming to small with big screen resolutions.

Next I continued to work on the musicbox. It can now be moved around by dragging and I added a label on the back that tells you the song name.

I also added some animations for taking off the note and for rotating the key of the musicbox (winding up when clicked and then rotating back slowly while the song is playing)

Additionally I added that the song gets played by the musicbox (The song was made during the shiba radio challenge). However I did add a new variant of that song for when you close the drawer to make it sound like the musicbox is actually inside there. The transitioning works similar to the system with the alarm, which doesn't actually use godot's built in effects, because they are not as performant on the web.

GitHubAdded the music to the musicbox. Including an animation for the windup of the key and the key will also slowly rotate back while the music is played. I added another version for the music, which sounds like it is in another room or in this case in the container with the drawer closed. The music transitions to this version when closing/opening the drawer. (So I don't have to use godot's built in audio effects, which require even more performance on the web)+78-4
GitHubAdded a label to the musicbox+187-1
GitHubMade it so you can move the around the objects that are focused (so basically the musicbox)+20-11
GitHubChanged the size of the ui a bit (smaller)+2-2
GitHubChanged how the game resizes, because before the font didn't scale when you changed the window size (I got some playtest review that said the font was too small so I guess this was the problem). But now it scales the viewport+127
2hr 29min10:30 PM10/24/25

IF YOU EXPERIENCE ANY ERRORS WHILE LOADING:

It might be something in connection to Threading Support being enabled for my game. Try a different browser or/and a different device. My game needs Threading Support enabled, because you will sometimes have annoying sound lags if it is not enabled!

Bug Fixes:

  • weird behavior with overlaying windows
  • low quality room missing some needed features that high quality room has (everything has now been transferred)

Changes since last devlog:

  • working on the musicbox (added texture for musicbox and the note on the musicbox, made it focusable, note can be removed, added windup sound effect for clicking without the note)
  • slight change to quick focus (it will actually cycle through, so from 0 it will go to 3 (decrease) and after 3 it will go to 0 (increase))

Short summary of changes since last demo:

  • pretty much finished level 2
  • added and changed some sounds
  • focuses can be cycled with scroll wheel/arrow keys
  • added container as focusable object
  • container drawers can be moved
  • added musicbox to container
GitHubLatest demo export+1-121
GitHubAdded the text to the note on the music box. Added a sound effect for winding up the music box. Added that you can also remove the note by clicking on the music box and I did some more work on the object focus functionality. Now it's just missing the actual music, otherwise it's completely functional.+232-4
GitHubAdded that objects can be focused (for the time being it's only the music box, but there may be more in the future). Also made the focus actually cycle when using the input keys (before they'd stop at the highest and the lowest). Still working on adding the full functionality for the music box though+58-20
GitHubAdded a texture to the musicbox to give it a wooden look. Currently working on the functionality of the musicbox (hovering and clicking)+94-5
2hr 49min9:18 PM10/23/25

Today I had to change from using 1 area for the drawers (of the container) to 3 drawers (one for each), because I'll have to move the areas with the drawers. I also changed the model of the containers a bit to solve a visual bug with the outline.

The drawers can now also be clicked, which will cause them to either come out or go back in. How far the drawer comes out is slightly randomized and the position of the drawer will be saved as state, so that changing the room quality doesn't change its position. There are also sounds for the drawer coming out and going back in (3 variations each and a bit of randomized volume & pitch).

Additionally I added a new asset, which is the music box. It can be found in the container, but there is no functionality for it yet (Probably gonna add that tomorrow).

GitHubSlightly changed the low quality music box, because I didn't like the shade smooth on the body
GitHubAdded open and close sound effects for the drawers+179-3
GitHubAdded a new asset, which is the musicbox. There is a high quality version (with shadow meshes) and a low quality version just like with all of the 3d assets. It can be found it the container, but there is no functionality yet, but there will be+177-2
GitHubAdded the click functionality for the drawers. The in and out movement is animated with tweens and the amount that the drawer is moved out is slightly randomized. The drawer position is also saved so it will be transferred when changing the room quality.+39-13
GitHubSeparated the area for the container drawers into 3 areas, because I'll have to move them with the drawer. I also changed the model a bit to solve a visual bug with the drawer outline. Very minimal clicking action is implemented.+81-25
GitHubFixed that the rotation of the camera is reset until unpausing after changing the room quality+2
2hr 39min9:50 PM10/22/25

Today I worked on focusing mostly. First thing I added is inputs for cycling through the focuses (using scroll wheel or arrow keys) and also changed the tutorial to display these inputs. Next I made the chair rotation face the camera when unfocusing to ensure that the chair is always rotated correctly even after using the input methods to change the focus.

After that I added the container as focusable object and added the hover effect for the individual drawers.

I also had to port a lot of changes from the high quality room to the low quality room, because I forgot to do that. This is mostly relating to focus 2 (telephone) and focus 3 (container).

GitHubThe container behind the desk can now be hovered & focussed and the individual drawers can also be hovered (click action will be added tomorrow probably). Also I fixed the telephone focus and clicking buttons in the low quality room and also added all of the container content.+58-7
GitHubUpdated the low quality scene, because it was quite behind on any of the focus handling I added a few days ago. Also added the focus_3_hide group and "copied" the focus_2_hide group to the low quality room+118-51
GitHubAdded that the chair will always be rotated to look at the object that was focussed when unfocussing to make it always rotated in the right direction. This is especially important for the now quick focus input keys.+12-1
GitHubAdded some inputs for quickly changing the focus. Scroll wheel and arrow keys can now be used to cycle through the focuses.+32-5
3hr 2min10:37 PM10/21/25

Today I just fixed a couple of spelling mistakes and a bug that occurred because I used z_index to focus window, which doesn't prioritize the input events. Now I just move the child to the end of the children to prioritize the input events as well as rendering the window on top of the other ones.

Additionally I worked on hints, which means I added the hints for level 2, added a Next button to the hints window to display the next hint and I move the hints to the config gdscript.

I changed the sound for calling a valid number a bit to make the sound shorter (even though there is no cooldown for calling)

And finally I added keyboard support to the telephone. You can now use the number keys and any ui_accept buttons to use the telephone.

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GitHubAdded support for the keyboard when telephone is focussed (typing a telephone number)+49-12
GitHubChanged the sound effects for calling correct telephone numbers+5-2
GitHubAdded the hints to level 2 and also added a next button that can be clicked after selecting a hint type and will show the next hint for that type (to switch types the window has to be closed and reopened)+134-42
GitHubWorking on hints for level 2. Created the scene for the give me a hints executable of level 2+124-7
GitHubFixed some spelling mistakes in the file config and fixed a bug in connection to mouse events and window order. I used the z_index before which doesn't effect the (mouse) event order. Now I use move the window in front of other by changing its child index with move_child()+125-9
4hr 11min10:13 PM10/20/25

IF YOU EXPERIENCE ANY ERRORS WHILE LOADING:

It might be something in connection to Threading Support being enabled for my game. Try a different browser or/and a different device. My game needs Threading Support enabled, because you will sometimes have annoying sound lags if it is not enabled!

Bug Fixes:

  • windows no longer visible after changing room quality

Changes since last devlog:

  • added a lot of content to level 2 (a lot of staff files, a new folder with requests)
  • made level 2 theoretically solvable, but when unlocking the server there might be some bugs (I'll have to see for myself)
GitHubLatest demo export (and changed the folder size for staff in lvl2)+2-122
GitHubChanged the file sizes and file modified values, because they were mostly similar if not the same+13-13
GitHubAdded the README from level 2 to level 3 in case someone unlocks it in the next demo+10
GitHubProbably made level 2 unlockable. Added another staff file and changed the actions so that the level shoud be possible, but haven't fully tried it yet+65-8
GitHubAdded some more staff files and request files. There are now 6 staff files and 3 request files + 1 template request. There are 5 telephone actions for specific numbers (see staff files). You are now able to get the correct shapes for the unlock code, but I don't think you can get the right colors yet so I will work on that next.+57-6
GitHubWorking on adding more staff files+27-1
GitHubChanged the pending requests folder to just requests. Also added more information to the 1 requests that is in there. This requests reveals the (telephone) action of the janitor, which has also been added (making his number callable)+16-2
GitHubFixed the bug that windows will disappear when you change the room quality (and that they can no longer be made visible if changed twice in a row)+9-4
GitHubWorking on adding more files to level 2 (Currently I added another staff file and I added a new folder for pending requests)+31-3
3hr 8min9:37 PM10/19/25

First off I added a 4th positional audio player, because sometimes I do need more than 3 in my game.

I transferred the config for the server files and the telephone actions to a global script.

I added a phone pickup sound effect that is played when a phone number has an action and I decreased the volume for the correct and wrong sound effects (when clicking unlock). I finished the functionality for the telephone actions and fixed it that you do a spin when you look to the right and then focus the telephone.

Also I changed my schedule function to use Callables instead of function names and an object.

Additionally I got a request to add a file to take notes, so I added a new file type for text editors and added a notes file to every server (and included it in the tutorial).

When opening a file it will also display the file's server in brackets behind the title, because you can probably get confused when you have multiple files from multiple servers open.

Finally I added another staff file which has different actions (and different type of actions) than the first.

GitHubAdded another staff file that only changes the colors on specific shapes+34-4
GitHubAdded that server names get added to the back of a popup title in brackets. Also changed the title of the notes popups from Text Edit to Notes+4
GitHubAdded a new file type called text_edit, which just contains a TextEdit. This is mostly to take notes that's why a notes file has also been added to every server. The tutorial also mentions it now.+151
GitHubFixed the problem that the does a spin when looking to the right when focusing the telephone+6-1
GitHubChanged the schedule function (in EventBus) to use Callables instead of an object and a function name+6-9
GitHubFinished adding the functionality for the telephone actions.+20-8
GitHubAdded phone pickup sound for telephone number that have some effect. Changed the volume of the correct and wrong sound effects a bit. Added the configuration for the actions that happen when you call a specific number. Currently working on the application of that action.+76-56
GitHubAdded a global to hold config values. At the moment only the server_files config is in there, because it was getting really long and I couldn't convert it to json, because it includes callables, so I created a config script and transferred it to there.+219-212
GitHubAdded a 4th positionial audio player+124-1
3hr 13min4:20 PM10/19/25

Bug Fixes:

  • gray screen on last demo
  • some performance issues (enabled thread support. I hope this works here)

Changes since last devlog:

  • changed the size of the unlock window for level 2 (and added functionality even though you can't unlock it yet)
  • added a new file type, which displays information on staff (currently only one in level 2 for testing)
  • preparation for the function of the telephone (functionality coming in the next devlog probably)
  • sound effects for correct or wrong unlock (and signal in EventBus for calling a number)

Summary of past devlog(s):

  • started development of level 2 (code image, unlock executable (popup scene), give me a hint placeholder)
GitHubLatest demo export cause the one before this is broken+6-123
GitHubWorking on the functionality of the calling function of the telephone, but I'm gonna take a break now so just gonna commit my current progress+27-13
GitHubChanged the code image for level 2 a tiny bit and added the unlock functionality for level 2 unlock executable, even though you can't reach the unlock case yet.+45-12
GitHubAdded sound effects for clicking the unlock button in the unlock executables (correct and wrong sounds). Refactored my code a bit and added a signal to the EventBus that is emitted when a number is called.+139-14
GitHubPreparing to add the functionality for the telephone. Added arrays for current shapes and colors to the unlock executable of level 2 and added colors to the responsibilities and qualifications of the first staff file.+29-5
GitHubAdded a new file type for staff files. This includes a file type icon, a custom popup layout and custom properties which can be set in the files configuration. Also fixed an export bug and I'll have to post a new demo soon, because the current one doesn't work.+197-6
GitHubMade the unlock window for level 2 a little smaller because it was the same size as the file browser+266-20
1hr 36min10:11 PM10/18/25

I just started the development of level 2. Because I am probably gonna reuse the shapes in most of the levels, I put them into a separate folder and I also made the shapes' backgrounds white so I can change the color using a specific theme override of buttons. I also added 2 more shapes, which are the star and the hexagon. Then I modified the copy of a popup scene to use for the unlock file in level 2 (because the mechanic will be different from level 1) and I added the image for the code file in level 2 (which is also different from level 1). The give me a hint file has also been added, but is still a placeholder at the moment. There is probably lots more to come tomorrow.

0199f960-2636-72b3-bafc-0139fbe5c79b.png
GitHubMoved the existing shapes to a separate folder in the textures and changed the background color to white to make them recolorable using the button's theme override. Added 2 more shapes (star & hexagon). Added a scene for the unlock executable in the 2. level. It will take a combination of 4 shapes with colors and unlock it if they are correct (not functional yet though).+612-45
46min11:24 AM10/18/25

Changes since last devlog:

  • added sound effects for the telephone (clicking on buttons and receiver)

Summary of changes since last demo:

  • finished the 1. level (added 3 more reports)
  • added random events (light flicker, door knocking and more to come)
  • reworked the audio system
  • rewrote the focusing animation to use tweens (instead of interpolation with slerp in _process)
  • added the telephone as focusable object (hover outline and focus)
  • made the telephone buttons and receiver hoverable and clickable (will show outline on hover. Also uses only 1 area3d for all the buttons)
GitHubLatest demo export+3-122
GitHubAdding sound effects for clicking on the telephone buttons and clicking on the receiver. Also technically I am saving the number, but it isn't use for anything yet+179-23
3hr 11min10:02 PM10/17/25

Today I added the telephone as a focusable object. It'll can be hovered similar to the monitor and will show an outline. When the telephone is focused, the telephone's buttons and receiver can be hovered and will also display an outline if done so. For the buttons I only use 1 Area3D and some math to avoid having to handle 12 Area3Ds.

Additionally I switched my old focus animation system (which used lerp and the _process function to interpolate between 2 transforms) to a system that now uses tweens, which was quite a lot of code refactoring.

GitHubFinished making the telephone buttons hoverable with just on area3d for all of the buttons! It's not functional yet, so that is something to do tomorrow.+14-19
GitHubCurrently working on making the buttons on the telephone hoverable+114-38
GitHubFixed a bug relating unfocusing while you are still focussing (animation is playing)+2
GitHubNow it works again+1-1
GitHubCompletely changed the movement of the camera to tweens for focussing. But the focus onto the telephone is still weird so time to debug it.+58-49
GitHubAdding the telephone as focussable, because I'll need it for the 2. level. Also swapping to tweens for focussing to the position/rotation+66-13
3hr 6min9:14 PM10/16/25

Today I spent most of my time on changing the audio system in my game. I removed the positional audio option in my game, because I think the performance impact was negligible. Then I removed all AudioStreamPlayers in my game and move their functionality to a new global scene that I create. It has 3 positional audio players and 3 non positional ones (meaning 6 sounds could be played at a time, which should be enough). AudioStreams can be played and interacted with via the functions of the global script. I also move every AudioStream to this global scene, so I can change them more easily if I have to. This just makes it way more organized and easier to implement new stuff in the future.

After that I added a new random event just like the light flicker which is the door knock sound. The updated chances for the random events, which get rolled every 15 seconds, are 70% nothing, 20% light flicker, 10% door knock. There are 2 variations for the door knock sound (one has a 25% chance and one a 75% chance).

0199eede-e7d1-780f-975c-7c4a231ec9fe.png
GitHubAdded a door knock random event (sound) and changed the chance for the random events slightly (70% nothing, 20% light flicker, 10% door knock -> rolled every 15 seconds)+98-31
GitHubAdded randomization to mouse clicks and fixed a bug with the music when skipping to game+18-1
GitHubMigrated every AudioStreamPlayer in my game to the new global audio system, I think+182-403
GitHubReworking the audio system again. I'm currently turning it into a global so I won't have to access it through EventBus anymore. It'll have 3 positional and 3 non positional audio players, because I don't think positional audio costs that much performance. Currently working on replacing all occurences in my game+169-63
GitHubAccidentally commited the very common light flicker configuration that was for testing purposes so here is the normal one+3-3
GitHubRemove the theme overrides for the pause menu buttons+4-18
3hr 23min8:40 PM10/15/25

Today I added 3 more reports to the first level and I think I should be finished with level 1 now. (Continuing to work on level 2 when I get a good idea for a puzzle (I got some ideas, but I need to put them all together into a nice concept)) After that I added a custom theme for all of my controls to make it look more unique and maybe fit a little more to my game. I also implemented a system for random events. At the moment there is only the light flickering, which has a chance of 25% every 15 seconds to trigger. The light flickering also has 3 different sound effects (with a tad of pitch randomization) once it triggers.

0199e995-6a04-7ad4-8599-960a11978580.png
GitHubAdded sound effects for the light flickering (3 variations with a bit of pitch randomization)+115-7
GitHubAdded random events. Currently only light flicker. A random event will be rolled every 15 seconds and there is a 75% chance that nothing happens and a 25% chance that one of the lights in the room flickers. (More random events to come)+17-7
GitHubWorking on adding some random events+39-7
GitHubChanged five to 5 in a report in level 1 to make it easier to skim now that there a more reports+1-1
GitHubAdded custom theme for all the popups (file browser buttons, popup background, popup top bar) and line edits+377-383
GitHubAdd custom theme for slider+396-1
GitHubWorking on adding a custom theme to the game. Theme for the Button and CheckButton are done now+583
GitHubChanged the README notice in the 2. level to not say that I am working on reports for the 1. level+1-1
GitHubAdded 3 more reports. I think that should be enough for now and I should be done with the first level now+25-1
2hr 47min9:35 PM10/14/25

Bug Fixes:

  • Low quality room has a split screen

(- Hopefully audio crackles by doubling latency for web)

Changes:

  • added hints for the tutorial and the first level
  • added a spin for the camera in the title screen (1 rotation = 90sec)
  • added a skip to game button that skips all of the starting cutscenes and goes directly to the start of the first level
GitHubLatest demo export+4-4
GitHubDoubling audio latency for the web export to hopefully solve audio crackling+1
GitHubNevermind setting playback type to sample globally gives a warning so I'll just trust that it works-1
GitHubImplemented a skip to game button to skip all of the cutscenes at the beginning and get directly to the first level+56-19
GitHubMaking the camera in the title screen spin along the y axis. One rotation takes 90 seconds at the moment.+28-9
GitHubFinished adding the hints for the first level+131-7
GitHubSetting the default playback type to sample even though it should have that set for web exports automatically, but maybe something went wrong. Also currently working on implementing the hints for the first level+591-2
GitHubQuick fix for low quality change having a split screen somehow+121
3hr 48min10:20 PM10/13/25

Combined all the tutorials into one that can be played by clicking the "Tutorial" button on the title screen. Also there is a new default font.

From past devlogs (shortly summarized):

  • title screen (creating cubemaps in godot is a pain)
  • more fonts
  • performance (custom shadow casting meshes)
GitHubnevermind rereexport (now it is fixed, hopefully)+3-4
GitHubLatest demo reexport (forgot to remove tutorial trigger after the mask walk animation cutscene)+1-121
GitHubLatest demo export+4-4
GitHubAdded a function that clears the monitor scene when the tutorial finishes+11-10
GitHubFisished combining all the tutorials+34-13
GitHubCompleted the combined tutorial for the file browser and the how to play tutorial. Just some changes for how the tutorial behaves at the end and then I'll be finished+82-20
GitHubWorking on combining the tutorial. Currently working on the tutorial for the file manager and how to play the game+136-62
GitHubAdded some more fonts to my assets/fonts folder and set a default font. Currently working on separating the tutorial from the cutscene, because there will be a button for tutorial and start game on the title screen. Also the options button on the title screen now works.+303-26
6hr 19min7:38 PM10/12/25

Set the show casting to off for almost all meshes and added custom meshes that look similar to the mesh, but have way less polygons and are set to shadow only. Because I figured that should reduce on time that it takes to process the lighting. Also I removed the baked lightmaps, because they were only used for indirect lighting, which I had disabled for all lights in my scene, because it looks better without.

Next I started to work on a title screen. I wanted to use a cube map for the background. Because my room setup is completely built in godot, I had to find to way to create a cube map in godot, which is not that easy. So I had to setup a square camera and save the image from the viewport for all 6 sides and then combine them to create a cube map. But at least I won't have to render the scene in the title screen, so it want need that much performance.

Additionally I searched for some fonts. I found some nice ones and set one for the title of the title screen and one for the "Security Breached" message after the first cutscene. But the title screen is still WIP.

0199d9ee-a9dc-789d-aa77-57bb7840e9d7.png
GitHubCurrently working on the title screen. I found some nice fonts and set the title font and the "Security Breached" font. I also want to add custom button styles next+340-17
GitHubCreating a cubemap for my room to use in a title screen. (Why is there no easy way to do this. I had to add a camera with a cubic resolution and save the image of the viewport with camera active for all sides and then convert it to a cubemap). Currently working on the title screen.+307-1
GitHubCopied some of the shadow only objects to the low quality models+51-1
GitHubFinished all the shadow only meshes for the high quality assets that cast shadows+247-1
GitHubAdding Shadow only mesh with less detail for some of the high quality meshes, but that is still WIP+197-4
GitHubSet Shadow Casting for objects in the high quality scene+263-44
GitHubNoticed that I didn't need to add baked lightmaps because I only baked indirect light, which I am not using and the option where shadow get baked too looks really weird+27-27
2hr 17min10:09 PM10/11/25

Working on performance for the low quality room and a lot of debugging to find out that shadows might be part of the problem. Added baked lightmaps, removed shadow casting for certain objects, setting a lower shadow quality option for low quality scene.

0199d552-8947-78f8-8e25-55f55117a585.png
GitHubAdding baked lightmaps to the low quality scene and changing whether objects cast shadows to further improve the performance for that scene+483-41
GitHubCurrently in the process of debugging my game and trying to find any problems regarding performance+137-34
2hr 38min7:40 PM10/10/25

Added more content (more reports) to the first level. The first level can actually be completed now and there is an animation and sound effects for the process of unlocking the server. The second level also contains only a single file that says that this is the current progress and that I will be adding more stuff in the future. (Because people got confused that they couldn't complete the first level)

Also I added mouse click sounds when clicking on the monitor during focus.

(Btw. I will continue to post devlogs before releasing a demo tomorrow. I just wanted to ship some stuff out that I have noticed gets criticized a lot in the playtests. So enjoy :))

GitHubLatest demo export (Also remove a print line)+1-121
GitHubAdded a file to the second level/server to let people know that this is the current progress+10
GitHubAdded the functionality to unlock a server. When putting in the correct code, the server will change the type and connected servers are shown. SFX while the server is unlocking also get played+153-6
GitHubAdded 2 reports. One image and one text+208-1
GitHubAdded mouse SFX for clicking on the monitor (in focus)+78-2
GitHubRemoved the print of the audio states that I forgot to remove+120-1
4hr 20min9:08 PM10/09/25

Bug Fixes:

  • You could stay in the focused position for the first cutscene when skipping the tutorial while being focused. Now it resets you to the unfocused position.
  • The switch between room quality wasn't that good. The state you were in the other quality wasn't transferred to this one and it could prevent you from being able to play the game. Now it should be fine and the state is transferred.

Features:

  • Added the option to switch between positional audio and non positional audio (only used by sfx in game). The audio state is also transferred similar to how the room state is transferred between different qualities. (I had to separate the audio stream players from the room scene for this)
  • Set the default option for audio to non positional, because it's only a very subtle difference and it works better for web builds. (Even says it in the documentation that positional audio is not the best for web builds)
GitHubLatest demo export+1-121
GitHubAdded an volume amplifier to the audio scenes to match positional and non positional volume levels+12-8
GitHubI added the positional and non positional audio scenes and added an option to switch between them. Also the states of the audio get transferred from one to another.+137-29
GitHubI should have completely separated the (positional) audio streams from the room scenes. I had to change a lot in the cutscene animations though.+237-342
GitHubWIP: Moving everything related to audio out of the room scenes, because I won't have to save it as a state when changing room qualities and I can also change the audio quality in the future (positional or not, probably not)+133-92
GitHubChanged the states from a dictionary to a resource and fixed the bug that you stayed focus when skipping the tutorial while focussed and almost fixed the bug that you can't play the game normally when changing the room quality. I still have to apply the cutscene animation state and the music state.+59-25
GitHubMoving start tutorial to room script and move all variables in the room script into a dictionary called states, so I can transfer the state of rooms when changing their qualtity in the settings. Also working on solving some bugs that I already discovered yesterday.+258-134
33min9:34 PM10/08/25

I added the option to change the quality of the room, so if you encounter performance issues, please change the room quality to low in the settings! (More options for performance are planned)

Summary of what was added:

  • the entire low quality room
  • some WIP stuff for the first level
GitHubLatest demo export+1-121
GitHubAdded the option to change the quality of the room in the options+46-7
3hr 34min8:46 PM10/08/25

I continued to work on the performance of my game. I duplicated the high quality room scene and replaced the high quality models with low quality counter parts. As visible in the image, I went from the 39k primitives in the high quality scene to 16K primitives in the low quality scene. So the low quality scene has about 41.5% the amount of primitives in comparison to the high quality scene. I hope I can solve the performance problems that some people have when playing my game.

0199c590-6406-7861-9c26-126f5fb074bb.png
GitHubRemove the Desk Setup3 and Container2 in the low quality scene, because it's barely visible when playing the game-27
GitHubCompleted editing all low quality models. Additionally I added the Keylessboard model, which is a keyboard without keycaps to further cut down on the polycount for the lowest performance setting. Also switched out all the models in the RoomLowQuality scene to actually match their low qualtity counterparts, because I just duplicated the high qualtity scene+141-81
GitHubAdded low quality model for Telephone. Also removed the normal map setup for the window, because I think it looks better with just shade smooth+7-62
GitHubchanged the assets/3d/blender folder to assets/3d/high and duplicated that high folder as low. Added the low quality window model and baked the normals of the high version onto the low one+1662-72
3hr 26min9:04 PM10/07/25

Today I got another review saying that my game has bad performance, so I am working on adding multiple performance modes. As most of the performance goes into rendering 3d models, I had to separate the logic that is meant for the 3d room and the logic that is general for the game. As both were handled in the main.gd script and most of it was mixed together (for example pausing the game at the end of the starting tutorial starts the cutscene that follows (it won't actually start till the game is unpaused though)). So now I separated the room into a scene, so I can make multiple versions to improve performance for "low end pcs". Tomorrow I am probably gonna change the models to make them have less polygons.

0199c074-be1b-74b5-98f4-a16e755c2b23.png
GitHubSeparated the room into a scene and had to re-set the viewport for the viewport texture on the monitor+13-707
GitHubFound some more reference that go back in the hierachy, so removed them. Also I had to move the MonitorVieport into the scene as well. This makes it possible to change to size of that for different performance profiles as well.+719-21
GitHubI think I completely separated the main script and the room logic which is in a separate script now. I had to add some more stuff to EventBus to get the Cutscene Animator to keep working, but now I hope I fixed every bug. This means I can isolate the room into a scene and create multiple scenes for multiple performance options+173-199
GitHubPreparing the seperation of the main script and the room specific stuff. So I can make multiple sceens for the room for different performance settings+294-247
2hr 35min8:43 PM10/06/25

Added the rough file&folder structure for the first level's server. I added the tutorial that explains what the game is about and how to play basically. Added a popup (scene) that is made to take a 4 digit code to unlock the server (not functional at the moment though). Added a code image that shows 4 shapes and added 3 reports (2 text reports and 1 image report). Added 3 more properties that I can use to configure every file: width, height and title of the popup that will be shown when the file is clicked (only for files not for folders). Changed the way how executable files work. (Before a callable was called on a basic popup. Now the callable is responsible of creating a popup and returning it (Now I can just load a scene that inherits from the ScreenPopup scene. Makes it at least 1% easier for the future!))

0199bb37-3e93-7499-9ec7-7282822a9305.png
GitHubChanged reports folder size and removed the commented test files+1-33
GitHubAdded the text for the report that contains the hint for the second digit of the code for the first level+19-9
GitHubCreated image for report-103 for the first level+200
GitHubCreated the code image (file) for the first level+178-1
GitHubAdded the tutorial file to the first server. Additionally added more properties to files (width, height and title), which will be used during the creation of the popup+112-18
GitHubWorking on files for the first puzzle. Added the functionality to type onto the monitor+199-23
GitHubLatest demo export+1-121
13min8:05 PM10/05/25

Fixed 2 bugs that I discovered after uploading the demo:

  1. The "►" symbol wasn't displaying correctly (at least on my end) so I replaced it with ">"
  2. An error is thrown when closing the file browser after the tutorial disappeared.
GitHubFixed an error when closing the file browser after the tutorial has disappeared+2-2
GitHubChanged the ► symbol to a >, because it wasn't displaying correctly on the web+121-1
3min7:44 PM10/05/25

Summary of what has been added since the last demo (look at the devlogs for a bit more detail):

Added the ability to click on servers, which shows a file browser. There are several file types that can be opened in a custom popup (scene) on the monitor screen (text, image and executable). You can navigate through a folder structure. The popups and file browser can be moved, closed and can receive focus to display it above all other popups.

There is a story related text popup that opens shortly after the servers have been hacked.

A bit after that popup is shown, the tutorial for how to click on servers and when clicked on a server, the tutorial for how to use the file browser is shown.

Additionally, subtitles make some popping sound effects, when a subtitle is displayed.

GitHubLatest demo export+1-121
2hr 12min7:29 PM10/05/25

Added sound effects to the subtitle show animation and switched from an animation player to a tween for that animation. I also added the tutorial for how to click on servers and how to use the file browser. If the file browser is reopened the tutorial will be removed.

GitHubMade the tutorial for the file browser disappear if the file browser is closed before the time runs out+6
GitHubAdded the tutorial for clicking on the servers and using the file browser. Moved the intro text popup a little to the right+201-9
GitHubChanged the subtitle animations to use tweens to make adding sounds for the showing animation easier. Added sounds for the showing animation of the subtitles+118-53
5hr 23min2:15 PM10/05/25

Added the full functionality of the file browser. Including the 4 different icons for the file types, the ability to open folders and go back to the previous folder, open files (text, image and executable (basically a basic popup with a customizable callable called on it during initialization)) and the compatibility to work with multi "filesystems" of multiple servers.

A server's "filesystem" is displayed in the file browser, when a server is clicked. Clicking on the same server again will close the file browser again.

Added some margins to the right of the title label to prevent it from displaying text below the x button of the popup.

Added a text popup that gets displayed with a short delay after the servers have been hacked. I added a small schedule function to make delayed function calls to make it possible.

GitHubAdded the text popup for after the servers have been hacked. It pops up with a delay. I created the schedule function in the EventBus to handle delayed function calls+32-3
GitHubSet the names for every server, fixed a bug with clicking on a server to close the file manager, changed the procedure for the creation of executable file popups and gave the title label some margins on the left to prevent it from writing under the X Button+54-13
GitHubMade the file manager open, when a server is clicked. And made it possible that files from different servers are open at the same time without any problems (because before files with the same could have been a problem, when one tries to open them at the same time)+66-34
GitHubReplace plain label in popup text with rich text label+1-1
GitHubAdded full functionality to the File Browser+49-44
GitHubMade the file browser functional. However clicking on files doesn't do anything yet, but is planned (obviously). Implemented that the last touched popup is focused and is rendered on top of the other ones.+297-45
GitHubFixed bug that windows are unmoveable when right click to unfocus on specific parts of them and then refocus+7
GitHubJust set the default_bus_layout.tres as the actual default bus layout in the project settings+6-2
4hr 23min7:11 PM10/04/25

I added my own popups that I can use in the monitor viewport. I added several different types of these popups. There is the general one which is inherited by all other ones, one that displays text, one that displays images and one that displays a file browser. The popups have a title and can be closed by clicking the "X" on the top right. When making a popup visible there is an animation (the window is scaled from 0 to 1 and moved from the bottom left to it's position). Additionally the popups can be moved by clicking on the part where the title is displayed and dragging it around. The dragging is confined to the size of the monitor viewport. The functionality of the file browser popup is still WIP.

0199b0a1-d699-757a-ae33-0bce33da76cf.png
GitHubStill working on ScreenFileBrowser. Added ScreenPopupImage though+358-16
GitHubAdded an animation for showing a ScreenPopup and clamped the position of the ScreenPopup to the viewport size (for when it is moved)+26-16
GitHubStill working on File Browser, but gonna take a short break now+8
GitHubAdding scenes for popup windows (text, file browser) that are moveable and can be closed+420-21
2hr 15min12:01 PM10/04/25

I added several music tracks for the start of the game and for after the first cutscene that get randomly picked once another track ends. The music gets switched during the cutscene with a fade out and fade in effect (using Tweens that I discoverd today :)). Options to change the volume of music and sound effects separately from the master volume have been added too.

There still is no gameplay though, but it is already planned for the next demo! And I'll be working on it from now on.

GitHubExport new demo+4-124
GitHubFixed the problem with the skip button now showing up+2-1
GitHubImplemented music into start cutscene. But there is no skip button for that cutscene anymore. I have to find out why+49-53
GitHubRemove Limitless, because didn't fit as well as I thought. Adding music for start and after start cutscene in progress+343-5
GitHubAdded one of my a bit older self made music to the project. I'll use it as background music for the start of the game
2hr 33min10:39 PM10/03/25

Changed the background of the monitor to a dark red once everything gets hacked (because someone suggested it and it honestly looks good). Also I changed up the sound effects for when servers get hacked to add more variety and I chose extra epic ones for the server on which you are on.

GitHubChanged the sound effects for when a server gets hacked+214-21
GitHubAdded a global event bus to emit and connect to signals from everywhere in my code. Made the mask walk animation skippable. Made the sound in that same animation play on a 3d sound stream player (via event bus). Also created the FileBrowser scene to start working on that tomorrow.+122-83
3hr 55min2:01 PM10/03/25

I just scrapped the idea that I had for the first level, because I don't think it fits what I am going for and I generally wasn't too happy with it from the start. I still added some stuff though. I added a tutorial for the 3d controls at the start of the game (which is skippable btw.). Also I changed up the animation where the servers get hacked so that some of the servers disappear with a sound effect when a server gets hacked. After the hacker hacks the server where you are, the hacker disappears. Additionally I changed the icon for your character (in the server overview) from the shield I used before to a man with a suit.

GitHubRemoved the work I have done for the first level, because I didn't like the game that much and it didn't fit my game well. This means I kinda don't need the packet textures at the moment, but maybe I'll find some use case later on+1-244
GitHubChanged mask walk animation to go to the last server, and make servers disappear with a sound effect (recomputing the line as well)+130-25
GitHubAdded skippable tutorial at the beginning of the game+666-31
GitHubAdded groups for hiding objects in certain focuses+37-29
GitHubWorking on the overlay for the first level+583-14
3hr 43min5:04 PM09/30/25

I created a separate menu for options and added the new drag mirrored option. I also started working on the 1. level, which is still work in progress. But I put the mesh of servers (which will be similar to level selection later) into separate scene and changed the mask walk animation slightly to stop in the middle of two servers. Then I created the scene for the first level, which dynamically loads the wall in the middle. I'll probably have to scale it up a bit, because it's a bit small.

01999b8f-c17c-754c-875a-34870498f4f4.png
GitHubCreated packets art-40
GitHubPort Label changes color depending on whether it is open or closed, added path for packets to port scene, added empty port scene+43-10
GitHubMade Firewall bricks be created dynamically via script and added indicater for active bricks whether they are open or not (label)+68-131
GitHubWIP: Creating the first game scene (currently creating firewall)+196-1
GitHubCreated virus and shield assets, isolated LevelsScene into seperate scene and changed the mask walk (by hand) animation to stop halfway before the last server+201-102
GitHubPut options into seperate menu and added option to mirror drag direction+358-95
6min8:54 PM09/29/25

Still not a lot to do here, but you can look at the animations that I made for the start of the game:

Drag on the screen with left mouse button pressed to look around

Hover your mouse over the monitor to see an outline

Click on the monitor to focus onto it

Press esc or right mouse button to either exit the focus or pause the game (because esc is annoying in the web)

Pausing makes it possible to change the drag sensitivity and audio volume

GitHublatest demo export+1426
GitHubAdded Right Click as "pause" action and fixed a problem when pausing while a cutscene is playing+4-1547
5hr 56min8:41 PM09/29/25

That alarm is really annoying, but that is how it's supposed to be, right 🔔🔔? I added the alarm sound for "SECURITY BREACHED". I made two versions, so I won't have to use the AudioEffects built into godot, because docs say it's bad. I also figured out how to send inputs to the monitor, when it is focused. Now you can select hacked servers. I am going to add the levels here soon, maybe tomorrow. Also the starting cutscene is now skippable (I no longer have to wait for it to finish, when testing :)).

GitHubSkip button will hide after cutscene+1
GitHubAdded skip button for start cut scene+168-15
GitHubFixed the screen input pushing, cause wrong rotation. Made Servers clickable+78-28
GitHubInput finally gets pushed to monitor scene. Thanks to the demo project that I found+92-74
GitHubTrying to figure out how to send input to monitor scene+109-28
GitHubAdded alarm sound to game start cutscene+318-32
5hr 27min11:23 AM09/29/25

I hope you don't feel "tire…" as well. Just finished adding the cutscene for the start of the game (My description finally makes some sense, yay).

For the animation I made utilities for subtitles on the bottom of the screen that have an animation for showing and hiding and the eye close and open animation. I wasted some time by not knowing that AnimationPlayer exists, but now I know 🙃

I should probably add sound effects or a start menu next

GitHubAdded the start sleep animation and switched to AnimationPlayer for that (I was being kinda dumb doing it all by hand, much easier this way).+183-74
GitHubMaking animations for the start of the game+159-22
GitHubAdded animation for the mask/hacker that shows up after security breached and working on animation for eyelids closing+137-40
GitHubRemove all screen drag / touch related things cause they are weird and I want to try if they work without it+121-80
2min8:02 PM09/28/25

Still not a lot to do here:

Drag on the screen with left mouse button pressed to look around

Hover your mouse over the screen to see an outline

Click on the screen to focus onto it

Press ESC to either exit the focus or pause the game

Pausing makes it possible to change the drag sensitivity

3hr 10min7:55 PM09/28/25

Sitting like that is probably not good for your health 🤔. The camera is now moved to the monitor in a smooth motion when focusing it. I also added the potted plant on the left and combined the normal and hacked server into one scene and added an animation to switch between both states.

GitHubCombined hacked and normal server into one scene and added an animation for when the state is switched+313-131
GitHubAdded camera animation when focusing something+29-10
GitHubAdded potted plant+88-1
GitHubAdded the ability to focus the monitor, when clicking while hovering over it+30-7
4hr 44min2:29 PM09/28/25

Are those Servers? The level selection menu has been added to the monitor scene. The servers are slightly animated and get connect with a line at the start of the game. Additionally, you can now hover over the monitor and an outline will be displayed. When clicking on the monitor, the camera will move to the monitor to make everything easier to see. When focusing the monitor ESC will no longer pause the game, but instead unfocus the monitor. Next I should animated the movement when focusing.

019990b2-bc76-734f-819e-6285d725bd1e.png
GitHubAdded Hover outline for monitor and auto creation of the server line when starting the game+87-12
GitHubAdded normal and hacked server and the line profile to connect them. Made Monitor interactable+684-20
GitHubTried something with RigidBodies, but didn't work so now just work on the level view in monitor scene+98-1
3hr 55min10:22 PM09/27/25

Is it supposed to say that? Today I didn't do much. I just labeled the buttons of the telephone, added a pause menu to change the drag sensitivity, probably fixed the dragging problem on mobile and added the SECURITY BREACHED alert to the monitor scene. Ah, right and I added the monitor viewport scene thingy too. Next is the game you can play on the monitor. For that I should probably do some sort of selection system for certain objects (I'll have to look at the docs in connection to raycasting again)

01998d3f-c171-7090-8329-c783a242050c.png
GitHubChanged up the security breached alert a bit and added the labels to the telephone buttons+10-8
GitHubFinished pause menu with drag sensitivity slider and isolated the monitor viewport into a scene. Added SECURITY BREACHED alert to the monitor scene+87-25
GitHubWorking on a pause menu with drag sensetivity control+174-37
GitHubPut the scenes in a folder and made the main monitor display a subviewport. Bug Fix for the panning max in y.+450-97
6min10:46 PM09/26/25

Reupload cause I messed up the panning max on y axis, while changing the sensitivity, so you could basically snap your neck if there were one.

Original Message:

Objective: Look at the cool room and get hypnotized by spinning in the chair for too long

Look around the room by panning (clicking left mouse button and moving the mouse) or screen dragging on phone should theoretically also work [if the sense isn't still too high], but didn't test that yet.

That's it… I know right… so much content

GitHubAdding unsaved stuff to the commit before+122-2
14min10:16 PM09/26/25

Objective: Look at the cool room and get hypnotized by spinning in the chair for too long

Look around the room by panning (clicking left mouse button and moving the mouse) or screen dragging on phone should theoretically also work, but didn't test that yet.

That's it… I know right… so much content

GitHubChange from mouse capturing to panning around the scene, because not supported on web and then reexport+18-16
GitHubExport the first demo+1476-1
7hr 28min9:49 PM09/26/25

Wooo what's that kind of mood, huh? Today I worked on throwing together a main scene with the assets I made. I had to make a few more in the process (door, window, light, window wall) and I finally did the texturing for it all. In the main scene I did the lighting, added a dark environment and did the arrangement of all the assets in the room.

If I want to label the keyboard and/or telephone buttons I still have to do that though. The camera can now also be moved by just moving the mouse and to get out of the window you press escape (the chair will spin while you move btw.). I got a lot done, but also spent a lot of time

GitHubFinished the materials for every asset, except if I want to label the buttons for the keyboard and/or telephone. Updated the main scene to give off a nice mood (with environment) :)! Restructered the folders a bit I think+445-106
GitHubAdded window and window wall assets and updated main 3d scene. Now I can start with texturing, maybe+189-83
GitHubAdded ceiling and walls to the main scene. Along with those the door and light assets where added. The window asset is currently in progress of being created (for now it's just a cube :))+220-1
GitHubBasic Layout for the main 3d scene+133-4
4hr 58min7:41 PM09/25/25

Even more assets!! Today I added the keyboard, monitor, shelf and container/drawer. Now all the basic 3D assets are done yeeeeEE. Next step is texturing and adding some actual content, so I can release a demo :)

01998263-d625-7ede-865e-48d701256604.png
GitHubAdded Monitor, Shelf and Container models+190-1
GitHubChanged some more stuff about the Keyboard model
GitHubAdded Keyboard Asset+65-2
5hr 35min10:53 PM09/24/25

Added some more assets and updated the test scene with them, yay! Today we got the telephone, paper, pen and mouse. I did the UV-unwrapping for all the models. Now I almost have all the models I need and then I can get started with texturing. (Also I need to figure out how to make the cable for the telephone moveable like giving it physics. I saw there are some tutorials, but that is for future me :) )

01997dee-36b2-7be6-9833-ea4fca3f9cad.png
GitHubFinished the mouse! I hope I never have to model one again, quite annoying+13-1
GitHubAdding more assets, currently in progress is the mouse+285-2
GitHubAdded The Broken Musicbox Song+6839
3hr 34min9:32 PM09/23/25

I created assets for a chair and table in blender and added them to a test scene. I still need to do the materials and uv unwrapping for the models though.

0199787c-5b6a-7077-89d1-f21ca6500b00.png
GitHubSome changes to the table and test scene+2-2
GitHubchanged my small little notice+1-1
GitHubAdded assets for a chair and table and added them to a test scene+133-1
GitHubAdd small little notice for future me+3
GitHubRemove Wakatime README.md+9-152
03:39 PM09/22/25

I think I setup everything and now I'm ready to start my game. Totally not gonna procrastinate :)

GitHubInitial Commit+1381

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