Gig Line
Gig Line is a workplace security simulation about observation, communication, access verification, and proportionate escalation. The player works security at public-facing venues around Hollywood Boulevard, managing stairs, entrances, crowds, guests, staff, and occasional serious threats.
The central design goal is simple:
The player wins by choosing the lowest level of escalation that keeps everyone safe.
Development Priorities
The active planning order lives in PLAN.md (gap analysis and release roadmap), TODO.md (executable checklist) and AGENTS.md:
0.9.9–0.9.12patches — finish the Quaternius NPC base on the accepted 62-joint runtime, roll it out to the 12 roles, close the scheduled venue/prop/lighting polish, then verify performance, Web and accessibility.0.10.0minor — public readiness: external playtests, balance acceptance, legal/storefront/signing decisions, the platform matrix and the documentation/picture lock.0.10.x→0.11.0— live incident replay, a fourth venue and the localization foundation.0.12.0→1.0.0— signed storefront builds, a frozen save contract, content complete, release candidates and the stable release.
Versions are assigned only when a track's scope is accepted into a release. Every major, minor and patch version requires a changelog entry, a local release build and artifact verification before tagging.
⬇️ Downloads
| Platform | Package |
|---|---|
| Windows — installer | gig-line-setup-<ver>.exe · contains all game data, shortcuts + uninstaller |
| Windows — portable | gig-line-windows-<ver>.exe · 64-bit, no install needed |
| Linux — AppImage | gig-line-<ver>-x86_64.AppImage · single file, chmod +x and run |
| Linux — portable | gig-line-linux-<ver>.x86_64 · 64-bit, chmod +x and run |
| macOS | gig-line-macos-<ver>.zip · unsigned build, quarantine note below |
| Web (browser) | gig-line-web-<ver>.zip · unzip and serve the folder from any static host (no special headers) |
| Desktop HQ | gig-line-desktop-hq-<ver>.zip · optional Forward+ build with volumetric fog/SDFGI/flashlight; requires a Vulkan-capable GPU/driver |
All releases: https://git.allucanget.biz/zwitschi/security-game/releases
Downloads are public (no sign-in required) since the host's instance-wide
REQUIRE_SIGNIN_VIEWwas disabled on 2026-10-31.Latest published: v0.9.9 — the character-roster patch: all twelve NPCs now use the CC0 Quaternius base with the five tint slots, role gear and baked maps. Superseded: v0.9.8, the character-development patch: the 12-character library, realistic face pass, four crowd-variety variants and the wrist/hip/knee deformation fixes. Previous 0.9.x patches added the Hollywood/Joke Shop maps, UI/accessibility polish, NPC visual optimization, texture/material refinement and integration checkpoint.
Current source: v0.9.8 — tagged from the same commit. The 0.10.0 development track remains gated on the Quaternius NPC rollout, local-map work and release approvals. Releases are built automatically when a
vX.Y.Ztag is pushed (seedocs/process/RELEASING.md); manual builds use./tools/build_releases.sh. Installer/AppImage packaging runs in the same pipeline (NSIS + appimagetool) and uploads with the portable binaries.macOS builds are unsigned: right-click → Open, or clear the quarantine with
xattr -dr com.apple.quarantine gig-line-macos.zip. Build instructions and the release pipeline live indocs/process/RELEASING.md.
If you are here to develop or test locally instead of downloading, jump to Setup and Run below.
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4 + GDScript): a stylized El Capitan Entertainment Centre block, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
Screenshots
Every capture is rendered from the current build by tools/check_screenshots.sh
(21 captures, compared against the runtime art). The full gallery, including every UI state, is in
docs/screenshots/.
Venues
Interaction and systems
Shell and UI
3D asset progress
The character roster is built from the CC0 Quaternius bases (ADR-0017/ADR-0018) and audited before use; the procedural library and the MakeHuman head stay as the tested fallback. The sheets below show the current library and will be replaced after the 12 × 6 baseline review.
More sheets and the review criteria are in docs/blender_previews/
and docs/assets/3d-model-review.md.
Game Overview
A typical shift lasts 10–15 minutes: watch the entrance and sidewalk, judge why
each person is approaching, verify access with recognition, wristbands, IDs,
tickets or credentials, and escalate only when necessary. The game rewards calm
resolution over force. The venue menu splits Hollywood Boulevard into Day and
Night rows; the full mechanics — the three venues, the six-level
escalation model, and the core systems — are in
docs/design/gameplay.md; the design rationale lives in
PLAN.md.
Architecture
A venue-driven simulation: shared systems (movement, perception, interaction,
access verification, escalation, radio, crowd, reputation, evidence, shift
review) driven by per-venue scenario data, on Godot 4 + GDScript. The full
arc42-style document is docs/project/architecture.md;
decisions are recorded as ADRs in docs/adr/.
Tech Stack
- Engine: Godot 4.7.2 · Language: GDScript
- NPCs: CC0 Quaternius skinned library (
assets/models/blender/, ADR-0018) with a tested procedural fallback; lightweight FSMs onNpcProfile - World: procedural
WorldBuilder+ generated prop models - Art: v2 skyline/surface textures in
assets/textures/ai/game_ready/v2/picks/; UI/scene art inassets/images/ - Asset tooling:
asset_pipeline.py,model_pipeline.py,npc_pipeline.py,blender_assets.py,scene_concepts.py,screen_designs.py,check_screenshots.sh - Testing: custom headless runner (
src/test/test_runner.gd) - Targets: Windows, Linux, macOS, Web
The asset pipelines, model tools, and screenshot gates are documented in
docs/assets/asset-tooling.md.
Setup and Run
python3 -m pip install -r requirements-tools.txt
godot --editor --path . # open in the editor
godot --path . # run the game
godot --headless --path . --script res://src/test/test_runner.gd # run all tests
Full setup, every run/test/smoke command, and the controls table are in
docs/process/getting-started.md.
Project Documentation
PLAN.md— Game design plan, development priorities and scenario details.TODO.md— Priority-ordered tasks: character and local-map development, release milestones, and future work.docs/README.md— Documentation index, current priorities and visual previews.docs/assets/npc-model-sourcing.md— Character-source evaluation, licence rules and the character-development plan.docs/assets/makehuman-head-review.md— Local MakeHuman head prototype, provenance and review verdict.AGENTS.md— Development, commit, build and collaboration workflow.DONE.md— Completed task sections.MEMORY.md— Persistent session notes.CHANGELOG.md— User-facing changes by version.docs/project/architecture.md— arc42-style architecture documentation.docs/design/gameplay.md— Gameplay systems, venues, and the escalation model.docs/design/venues.md— Real-site references, game mapping and limitations for Hollywood, the Joke Shop and the TV Studio.docs/assets/asset-tooling.md— Asset pipelines, model tools, and screenshot gates.tools/README.md— Tool inventory, categories, test commands and AI-skill evaluation..agents/skills/gig-line-blender-asset-contract— tracked AI skill for Blender/NPC/gear asset work..agents/skills/gig-line-release-qa— tracked AI skill for release and visual-QA work.docs/process/getting-started.md— Setup, run/test commands, and controls.docs/project/development-status.md— Implemented features and what's next.docs/design/accessibility.md— Accessibility features, known gaps and statement.docs/design/known-limitations.md— Release-candidate blockers and accepted limitations.docs/process/release-qa.md— Manual smoke checklist and release-candidate balance protocol.CREDITS.md— Credits, AI/reference provenance and licensing notes.PRIVACY.md— Local-only data, save files and development API use.docs/assets/blender-assets.md— Blender asset library: characters, gear, props, attach points.docs/assets/npc-model-sourcing.md— character sources, the shipped roster table and the build steps; 0.9.5 texture comparison is indocs/blender_previews/sheet_texture_refinement_0.9.5.jpg.docs/adr/— Architecture Decision Records.
Development Status
v0.9.8 is the current source version: the character-development patch with the
12-character library, realistic face and crowd variants, pose/deformation fixes
and save-migration/release hardening. It sits on the 0.9.6 integration
checkpoint, 0.9.5 texture refinement, 0.9.4 NPC visual optimization, 0.9.3
UI/accessibility polish, 0.9.2 Hollywood/Joke Shop maps and the 0.9.x engine
baseline. The active work is the 0.9.9–0.9.12 patch line (Quaternius NPC
base, roster, venue/asset polish, performance) followed by the 0.10.0
public-readiness minor. See
docs/project/development-status.md for the implemented list
and TODO.md for the priority-ordered roadmap. Manual verification uses
docs/process/release-qa.md.
Credits, Privacy and Accessibility
Gig Line is a local-only single-player game: there is no runtime telemetry or
network service, and saves stay in Godot's local user:// folder. The
body-camera overlay is simulated. Asset provenance, AI-assisted image usage and
credits are recorded in CREDITS.md; the local-data policy is in
PRIVACY.md; accessibility features and gaps are in
docs/design/accessibility.md; and release-candidate blockers
are listed in docs/design/known-limitations.md.
Development Workflow
Follow AGENTS.md: inspect the repository first, record work as checkbox tasks in TODO.md, move completed sections to DONE.md, update MEMORY.md with durable context, and keep this README synchronized with setup and architecture changes.




















