16 KiB
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 TODO.md and AGENTS.md:
- 3D model and local map re-evaluation — score every shipped asset, then evaluate licensed OpenStreetMap/3D data, reference-derived photoreal facades, AI-assisted composition and a Gaussian-splatting development evaluation.
- Character development — crowd, age, build, hair and outfit variety on the owned procedural library, keeping the frozen NPC contract. Source evaluation and the licence decision are in
docs/npc-model-sourcing.md. - Versioned release hardening — the 0.10.0 release candidate and later semantic versions follow the unversioned development tracks.
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: v0.9.6 — the integration checkpoint: the 0.9.5 texture and material refinement (256² NPC maps, a four-times fabric weave without baked AO blotches, repaired Walk of Fame/awning surfaces and per-phase skyline haze) is packaged with the v0.9.4 NPC visual optimization, the Hollywood/Joke Shop maps and the v0.9.3 UI/accessibility polish, with the full gallery, smoke matrix and Web/Desktop HQ build re-verified.
Current source: v0.10.0-rc.1 — the release-candidate source; the final tag is pending external playtest and legal review. Releases are built automatically when a
vX.Y.Ztag is pushed (seedocs/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/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, gear and prop libraries are authored procedurally in Blender and audited before use; the sheets below track their visual progress.
More sheets and the review criteria are in docs/blender_previews/
and docs/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/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/architecture.md;
decisions are recorded as ADRs in docs/adr/.
Tech Stack
- Engine: Godot 4.7.2 · Language: GDScript
- NPCs: Blender-authored skinned library (
assets/models/blender/) with procedural fallbacks; 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/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/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/npc-model-sourcing.md— Character-source evaluation, licence rules and the character-development plan.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/architecture.md— arc42-style architecture documentation.docs/gameplay.md— Gameplay systems, venues, and the escalation model.docs/hollywood-boulevard-map.md— Real-site references, game mapping and limitations for the Hollywood venue.docs/joke-shop-map.md— Real-site references, game mapping and limitations for the Joke Shop / Sunset Strip venue.docs/tutorial.md— First-shift tutorial beats and rules.docs/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/getting-started.md— Setup, run/test commands, and controls.docs/development-status.md— Implemented features and what's next.docs/accessibility.md— Accessibility features, known gaps and statement.docs/known-limitations.md— Release-candidate blockers and accepted limitations.docs/smoke-checklist.md— Manual smoke-test checklist.CREDITS.md— Credits, AI/reference provenance and licensing notes.PRIVACY.md— Local-only data, save files and development API use.docs/blender-assets.md— Blender asset library: characters, gear, props, attach points.docs/npc-visual-review.md— 0.9.4 NPC baseline, acceptance criteria and ranked visual gaps; 0.9.5 texture comparison is indocs/blender_previews/sheet_texture_refinement_0.9.5.jpg.docs/npc-proportion-audit.md— NPC proportion measurements against the shared stylized guide.docs/adr/— Architecture Decision Records.
Development Status
v0.10.0-rc.1 is the current release-candidate source: the 0.9.6 integration
checkpoint plus save-migration hardening and release tooling, on top of the 0.9.5
texture refinement (256² NPC maps, a 4× fabric weave with baked-AO removal, repaired
Walk of Fame/awning surfaces and per-phase skyline haze), on top of the v0.9.4
NPC visual optimization and the v0.9.3 UI/accessibility polish pass. It builds on
v0.9.2's Hollywood/Joke Shop map rebuilds, v0.9.1's Godot 4.7.2 baseline,
v0.9.0's production-quality pass, v0.8's
tutorial/campaign/resume work and the v0.7.x venue/gear/judge work. The active
planning priorities are the unversioned character and local-map development tracks;
the 0.10.0 release candidate is the next versioned release. See
docs/development-status.md for the implemented list
and TODO.md for the priority-ordered roadmap. Manual verification uses
the docs/smoke-checklist.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/accessibility.md; and release-candidate blockers
are listed in docs/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.




















