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ROOM 407: THE LAST SHIFT

CI Docker suite

ROOM 407: THE LAST SHIFT repository cover (opens full-size PNG)

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

Release and Download

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.

Quick Start from Source

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.

Controls

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.

Gameplay

  • 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 NavigationRegion3D chase with APPEAR, STALK, CHASE, bounded SEARCH, 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.

Visual Reference Tour

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
Staged lobby view Staged Room 407 approach
Chase entity Ending reveal
Staged chase entity view Staged ending reveal

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.

Automated Verification

Run all twelve headless Godot checks on Windows:

powershell -ExecutionPolicy Bypass -File .\tests\run-headless-tests.ps1

Or run the same suite in the container:

docker compose build suite
docker compose run --rm suite

Structural packaging and documentation checks do not require Docker:

powershell -ExecutionPolicy Bypass -File .\tests\verify-docker-packaging.ps1
python tests/verify-repository-docs.py

The 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.

Container Packages

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:v0.9.0

The 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.

Repository Guide

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

Project Layout

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.

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ROOM 407: THE LAST SHIFT — a source-only first-person psychological horror game built with Godot 4.7.1 and GDScript.

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