Nine Nether is a Godot 4 greybox prototype exploring a core trade-off: sacrifice structural survival and action freedom for offensive power. Every power has a price.
- Phase: M1 — playable vertical slice foundation
- Playable status: playable end to end (wave → sacrifice → boss → victory or death → restart)
- Engine/language: Godot 4.3 stable / GDScript
- Branches:
maincontains stable playable releases;developis the integration branch; work occurs on oneclaude/*orcodex/*branch per task.
Open the project folder in Godot 4.3 and press F5, or from the command line:
godot --path .The main scene is res://scenes/main.tscn. There are no external dependencies — clone and run.
| Action | Keys |
|---|---|
| Move | A / D or ← / → |
| Jump | Space or W |
| Light attack | J or left mouse |
| Confirm sacrifice | Enter |
| Restart run | R |
| Key | Command |
|---|---|
F1 |
Toggle the RunState readout (seed, phase, player state, every stat, snapshot hash) |
F2 / F3 |
Heal / damage the player |
F4 |
Spawn a Ghost Archer next to the player |
F5 |
Start the boss encounter |
F6 / F7 |
Preview / apply the sacrifice |
F8 |
Toggle hit, hurt and body boxes |
godot --headless --import
godot --headless --path . res://tests/test_runner.tscnSee docs/TESTING.md. CI runs repository-validation and godot-tests on every pull request into develop.
Product first, then implementation:
- PRD and Prototype Contract — the product source of truth
- Architecture — what the code does and why
- Interfaces — the frozen contracts and where to extend them
- Decisions — the trade-offs already made
- AI handoff — current state, known issues, next tasks
- Contributor rules and GitHub workflow
The playable actors, projectile, combat effects, and matching HUD fields use the production Art V2 pack. The legacy placeholder set remains as source material for modules not yet integrated; see docs/ART_V2_INTEGRATION_REPORT.md.
This repository is a greybox prototype, not a finished or publicly supported game.