"Don't run. He hears everything."
Open-world first-person horror survival set in Greenfield Academy. No combat. No weapons. Only darkness, silence, and footsteps that aren't yours.
Engine: Godot 4.3 (GDScript) Platforms: Windows 7+ · Android 8.0+ (iOS 14+ planned for v1.1) Status: Pre-alpha — vertical slice in development Version: 0.1.0
- Godot 4.3 stable (mono NOT required — pure GDScript)
- ~200 MB disk space (will grow as assets are added)
# From the repo root:
godot --path . # Opens the editor
godot --path . --main-scene res://scenes/main.tscn # Runs the game directly# Headless smoke test (uses qa/test_playthrough.gd via scenes/test_runner.tscn)
godot --path . --headless --quit-after 8 res://scenes/test_runner.tscn
# GUT unit tests (requires GUT addon — see docs/TESTING.md)
godot --path . --headless -s addons/gut/gut_cmdln.gd -gdir=res://test/unit -gexittranch/
├── autoloads/ # Singleton globals (EventBus, GameState, SanitySystem, …)
├── audio/ # In-engine audio paths (assets live in /assets/audio)
├── data/ # JSON data tables (items, lore notes)
├── enemies/ # AI scripts: Janitor, Crawler, Reflection, Teacher
├── inventory/ # 8-slot inventory system + UI
├── items/ # Interactable base class
├── localization/ # CSV string tables (en, fr, es, de)
├── mobile/ # Touch controls + haptics
├── player/ # Player controller, flashlight, scene
├── puzzles/ # 7 environmental puzzles
├── qa/ # Headless test playthrough script
├── scenes/ # Main, test_room, test_runner
├── shaders/ # 9 custom .gdshader files (flashlight, sanity, hallucination…)
├── ui/ # HUD, main menu, pause, death, journal, settings, a11y
├── zones/ # 8 zone scenes + zone_base + streaming manager
│
├── addons/gut/ # Godot Unit Test framework (installed via CI — see docs/TESTING.md)
├── test/ # GUT unit + integration tests
├── assets/ # SOURCE art/audio — see /assets/MANIFEST.md
├── docs/ # Roadmap, testing, CI/CD, asset strategy, contributing
├── .github/workflows/ # Lint, test, build pipelines
├── scripts/ # Dev helper scripts (asset validation, etc.)
└── project.godot
| Workflow | Trigger | What it does |
|---|---|---|
lint.yml |
every push & PR | gdformat --check + gdlint on all .gd files |
test.yml |
every push & PR | GUT unit tests + headless playthrough smoke test |
build.yml |
tags v* + manual |
Exports Windows .exe and Android .apk, uploads as CI artifact (24h) |
All builds are internal-only for now (no auto-publish to stores). See docs/CI-CD.md for the full pipeline diagram and how to extend it.
docs/ROADMAP.md— Milestone breakdown (M0 → M8, ~6–9 months)docs/TESTING.md— How to run tests locally and in CIdocs/CI-CD.md— GitHub Actions pipeline architecturedocs/ASSETS.md— Asset intake process & CC0→custom swap strategydocs/CONTRIBUTING.md— Branch model, commit conventions, PR checklistqa/MANUAL_QA_CHECKLIST.md— Human playthrough checklistTranch_Master_Roadmap.pdf(in/download/) — Polished multi-chapter big-picture plan
Source code: MIT (see LICENSE). Game design document, narrative, characters, and the "Tranch" name: All Rights Reserved.
Third-party assets (when added) are listed in assets/MANIFEST.md with their individual licenses.