A short first-person psychological horror game made with Godot 4.7.1 and GDScript. A student covering a night shift enters a condemned apartment block after a call points to a floor that should have been sealed for years.
English | Tiếng Việt - player and release guide | Documentation hub
The intended public player package is the Windows x64 portable ZIP on GitHub Release v0.9.0. The release contract is:
| Item | Link or value |
|---|---|
| Windows x64 portable ZIP | room-407-the-last-shift-windows-x86_64-v0.9.0.zip |
| SHA-256 record | room-407-the-last-shift-windows-x86_64-v0.9.0-SHA256SUMS.txt |
| Format | Extract-first portable ZIP; not an installer |
| Signing | Unsigned; Windows SmartScreen may warn |
Only treat the assets as available when they appear on the release page. Download both
files from that page, verify the ZIP checksum, extract the whole archive, then launch
ROOM_407_THE_LAST_SHIFT.exe. Do not run it inside the ZIP. The complete PowerShell
verification, SmartScreen, control, and support guidance is in
Release v0.9.0.
Important boundary: the export verifier checks x64 architecture, notices, and a headless startup. No human physical or perceptual playtest is recorded; input feel, rendered brightness, audio mix, fullscreen, chase fairness, and target-hardware behavior remain owner-accepted risks. The game, UI, subtitles, and voice are English; the Vietnamese guide is documentation only. See PDR-07 and Limitations for the accepted-risk disposition.
Requirements: Godot Engine 4.7.1 standard (not .NET), a Compatibility/OpenGL-capable renderer, and PowerShell on Windows or Docker Engine for the headless suite.
git clone https://github.com/JasonTM17/Horror_Game_Funny.git
Set-Location .\Horror_Game_Funny
godot --headless --path . --editor --quit
godot --path .For the GUI path, import project.godot in the Godot Project Manager and press F5.
F6 runs the current editor scene and can bypass the boot menu. See the
deployment guide for explicit Godot, export, and QA commands.
| Action | Input |
|---|---|
| Move | W, A, S, D |
| Look | Mouse |
| Sprint | Shift |
| Interact | E |
| Flashlight | F |
| Review objective | Tab |
| Pause / settings | Escape |
Settings cover mouse sensitivity, field of view, audio, fullscreen, and comfort effects.
Checkpoints are process-local; settings can be saved to user://room407.cfg.
- One continuous lobby-to-credits route: blackout floor, memory loop, Room 407, chase, abandoned-lobby reveal, and credits.
- Guarded phone, logbook, fuse, memory, radio, Room 407, chase, and ending progression.
- A
NavigationRegion3Dchase withAPPEAR,STALK,CHASE, boundedSEARCH, and recovery behavior. Player walk is 2.0, enemy chase is 3.0, and sprint is 3.1 units/s. - Fixed, pause-safe scare sequences with temporary actor, light, and audio ownership.
- English manifest-backed narration, procedural SFX, a pause-aware Voice bus, and in-game Settings/comfort controls.
The intended first-run duration is 15-20 minutes, but no recorded physical playthrough or same-run pacing payload verifies that target. See Limitations.
The following material is a staged documentation tour, not a player-driven recording. It shows selected rendered states only and is not evidence for traversal, pacing, fairness, audio, Settings, fullscreen, pixel determinism, or behavior on other hardware.
Open the 7.38-second visual-reference tour (GIF; plays once)
| Lobby | Room 407 approach |
|---|---|
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| Chase entity | Ending reveal |
|---|---|
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The PNGs are deterministic display derivatives of reviewed staged captures; ImageMagick
lifts RGB midtones/shadows with -channel RGB -evaluate Pow 0.55 +channel -strip without
adding or removing scene content. The GIF is a finite derived montage. Capture procedure,
limits, and provenance are documented in Testing and
Asset credits.
Run all twelve headless Godot checks on Windows:
powershell -ExecutionPolicy Bypass -File .\tests\run-headless-tests.ps1Or run the same suite in the container:
docker compose build suite
docker compose run --rm suiteStructural packaging and documentation checks do not require Docker:
powershell -ExecutionPolicy Bypass -File .\tests\verify-docker-packaging.ps1
python tests/verify-repository-docs.pyThe suite has exactly twelve named checks: editor-import, menu, gameplay,
game-state, progression, checkpoint-layout, physical-route, player-input,
visual-effects, settings-audio, settings-persistence-write, and
settings-persistence-read. It tests contracts and selected production paths, not a
human playthrough or perceptual quality. Assertion-level coverage and evidence boundaries
are in Testing.
ghcr.io/jasontm17/horror-game-suite is the public headless CI/test package. It is
not a player build and must never be used as the Windows game download.
docker pull ghcr.io/jasontm17/horror-game-suite:v0.9.0
docker run --rm ghcr.io/jasontm17/horror-game-suite:v0.9.0The Docker Hub repository nguyenson1710/horror-game-suite is a dated legacy CI mirror;
its latest tag is mutable and should not be used as durable release evidence. Use the
GHCR tag/digest recorded by the corresponding CI publication when reproducibility matters.
| Document | Purpose |
|---|---|
| Documentation hub | All docs and language navigation |
| Release v0.9.0 | Download, checksum, launch, and unsigned-build guidance |
| Vietnamese guide | Curated Vietnamese player/release guide |
| Deployment guide | Source launch, QA, export, CI, and containers |
| Testing | Twelve-check matrix and evidence limits |
| Project overview and PDR | Requirements and accepted risk |
| Architecture | Runtime ownership and data flow |
| Limitations | Distribution and verification boundaries |
| Asset credits | Media, license, and provenance |
| Contributing | Local setup, checks, commit and PR expectations |
| Security | Private vulnerability reporting |
| Changelog | Notable changes by version |
| Path | Contents |
|---|---|
scenes/ + scripts/ |
Boot, gameplay, UI, autoload, world, player, and interaction code |
assets/ + shaders/ |
Voice, project-authored runtime art, and Compatibility shader |
tests/ |
Godot checks, runners, docs/packaging contracts, export and evidence tooling |
docs/ |
Release, Vietnamese guide, technical docs, limitations, and provenance |
plans/ |
Historical plans and dated verification reports |
Dockerfile / docker-compose.yml |
Headless suite container definitions |
Keep changes focused. Do not commit .godot/, .artifacts/, local tools, exports, or
credentials. Project code and project-authored assets are under the MIT License;
this does not relicense Godot Engine or its third-party components.




