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НЕРАСКРЫТО, a novel turned into a choice-driven RPG
Own product · Creative / games

Four acts of a noir novel, playable in two languages

A 22-chapter Russian noir becomes a Godot RPG scene by scene. Paragraphs turn into dialogue graphs with conditions and effects, and every act is guarded by a script that plays it to the end on its own.

22Chapters turned into scenes

Acts I to IV playable, Act V in progress

2Languages from the first line
8Tracks in the soundtrack
3 daysIdea → first playable

Built with Claude Code in 3 days

The club hall between the queue and the VIP room in a night sequence
01 / Scenes

Painted rooms and pixel-art streets, one set of rules

The active case and its status live in the top bar of every scene, and one key inspects whatever is under the cursor. A player learns the controls once and they hold from a lit office to a red-lit club floor.

8tracks in the soundtrack
  1. 1The case and its status stay in the top bar of every scene
  2. 2E inspects with the same key in a painted room or on a pixel street
A manuscript paragraph, the scene data it becomes and the same line rendered in the dialogue box
02 / Chapter to scene

A paragraph of the novel becomes a playable choice

The manuscript line goes into a dialogue graph as nodes, conditions and effects, so a choice can raise a hidden stat, set a flag or hand over a clue. The same data renders the scene in Russian and English out of one file.

22chapters turned into scenes
Terminal with the headless act tests green and the self-playing run reaching the end of the act
03 / Auto-play tests

A broken branch fails before the commit lands

Each act has a headless test over its keys and nodes, plus a self-playing run that clicks every scene and choice to the end of the act. When a branch leads nowhere the run stops with PLAY STUCK and prints the flags at the break.

366scenes clicked in one run
More screens
Before

A finished noir novel sat in a text file with nothing to click.

After

Four acts play end to end in two languages, and a script clicks all 366 scenes before a commit.

Under the hood

01How it works

A data-driven dialogue engine

НЕРАСКРЫТО adapts a 22-chapter Russian noir novel into a Godot 4 RPG. The engine is data-driven: GameState tracks the hidden stats and flags that steer which ending a player reaches, DialogueManager reads each scene's dialogue data and choices and SceneRouter picks the next room from that state, so branching logic lives in one place instead of scattered across scene scripts. Interiors render as painted scenes and streets as a 640 by 360 pixel-art tile world, both produced through the same capture tool used for every screenshot in this case study.

02Constraints

In development, no public build yet

This is a solo creative project with no external client and no public release yet. Acts I through IV, the first 18 chapters, are complete and playable end to end in Russian and English; Act V, the final four chapters and the epilogue, is still in progress. Every act ships behind its own auto-play test that clicks through every scene and choice and reports where it got stuck, so a broken branch fails before a commit lands.

03Outcome

A working engine, four of five acts done

What is finished works the way a shipped game should: scenes read data instead of hardcoded branches, every string has an English peer next to its Russian source and the soundtrack already runs to 8 tracks across the game. What is not finished is the ending: Act V is next, and until it lands, НЕРАСКРЫТО is a fully playable noir with no verdict yet.

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