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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.

Screenshots

Venue overview: the El Capitan Entertainment Centre facade with six Ionic columns, red banners and stone steps Targeting an approaching NPC with the interaction HUD
Access inspection: wristband/credential check with allow/deny prompt Radio report form: emergency dispatch panel
Late night: street lamps lit, marquee glowing, dark Hollywood Boulevard Night shift: guard flashlight cutting through the dark
Wand screening at The Joke Shop: false alarm on keys Escalation HUD at L3 with body camera armed and reaction log
Body-camera timeline: formal warning, body camera on, blocking Prop gallery: the six generated street-furniture models on a studio backdrop
Precision walk at the venue steps with the HUD chip visible The Joke Shop: a black Sunset Strip club under its signature canopy at night
Late-night TV studio arrival: stone facade, bulb canopy, black car and barriers

Screenshots are generated by src/test/capture_screenshots.gd and src/test/capture_prop_gallery.gd from the current build — day, late-night, wand screening, escalation, shift-review timeline, precision walk, the Joke Shop's Sunset Strip frontage, the TV Studio arrival, and the prop lineup.

⬇️ 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_VIEW was disabled on 2026-10-31.

Latest published: v0.9.1 — unified Godot 4.7.2 CI/release environment, plus v0.9.0's production-quality and v0.8 tutorial/campaign/resume work.

Current source: v0.9.3 — the UI/accessibility polish pass on top of the Hollywood/Joke Shop map rebuilds and the NPC final-context review; the release tag is pending. Releases are built automatically when a vX.Y.Z tag is pushed (see docs/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 in docs/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.

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 on NpcProfile
  • World: procedural WorldBuilder + generated prop models
  • Art: v2 skyline/surface textures in assets/textures/ai/game_ready/v2/picks/; UI/scene art in assets/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

Development Status

v0.9.3 is the current source version: the completed UI/accessibility polish pass (dialogue, button states, focus/navigation, modal close, long-string layout, destructive-action guards and full screen capture coverage), on top of v0.9.2's Hollywood/Joke Shop map rebuilds and NPC final-context review. It builds on 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. See docs/development-status.md for the implemented list and TODO.md for the 0.x roadmap. Manual verification uses the docs/smoke-checklist.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.

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