Resonance
Sneak, hack, fight, or talk your way through every mission in a first-person sci-fi harbor city.

Current status
Desktop first-person sci-fi immersive simulation built in Godot; runs locally as a desktop game build.
Overview
First-person 2057 sci-fi immersive simulation built in Godot where every mission inside Meridian Harbor can be tackled through stealth, terminal hacking, combat, or conversation.
Why it was built
Classic Deus Ex-style immersive sims—where every locked door has multiple creative solutions and cybernetic upgrades change how you explore—are rare in modern open-source game engines.
Why it helps
Showcases a full-scale 3D game architecture in Godot combining limb-specific health, neural augmentations, spatial inventory, and automated visual scene testing.
What you can do
- Cybernetic augmentation system covering vision, movement, stealth, and defensive upgrades
- Tactical HUD tracking limb-by-limb health, energy reserves, and stealth visibility
- Multi-path level design where stealth vents, hacking, and combat are all first-class options
- Automated camera test harness that renders and verifies lighting and combat scenes
Godot 4.6 Immersive Sim: 6-Region Paper-Doll HUD, Bio-Electric Overclock & Acoustic Stealth
Set in 2057 Meridian Harbor, every mission blends Jolt 3D physics, 7-region cybernetic augmentations with 75% soft-cap overclock risk, Dark-Mod-style light-gem & room-to-room acoustic portal propagation, and a 7-state node-capture hacking FSM.
7-Region Cyberware Runtime & 75% Soft-Cap Overclock Risk
Equips active and passive implants across 7 anatomical regions and 4 hotkey slots using Synapse Points (+25% per-level curve). Pushing bio-electric draw past the 75.0 passive regen soft-cap triggers Overclock neural HUD glitches.
6-Region Anatomical Paper-Doll HUD & Progressive Disclosure
Tracks per-limb integrity (head, torso, left/right arms, left/right legs) with color interpolation (#00e5ff cyan → #ffae00 amber → #ff2a4b crimson), auto-fading to 0.78 alpha when healthy and snapping to 1.0 in 0.15s on trauma.
LightGem Visibility & 3D AcousticPortal Sound Propagation
Interpolates player stealth across HIDDEN, DIM, VISIBLE, and EXPOSED states while propagating footsteps and weapon reports through 3D AcousticPortal nodes between AcousticZone rooms into deterministic guard alert FSMs.
7-State Node-Capture Intrusion FSM & 256×1 FFT Audio Shaders
Combines a 7-state network node-capture hacking minigame with a real-time 256×1 RGBF spectrum analyzer that drives volumetric harbor fog density and beat-synced club lighting.
6-Region Cybernetic Paper-Doll HUD, 75% Bio-Electric Overclock & Acoustic Stealth
Toggle Mark Visser's active cyberware slots (`augmentation_manager.gd`), inspect limb trauma color interpolation (`paper_doll_widget.gd`), and compare immersive-sim mission approaches.
Active cyberware slots (75.0 soft-cap / 100.0 max)
46 / 100 Bio-Energy · Passive Regen ActiveAnatomical Paper-Doll & LightGem Approach Simulator
Nominal (#00e5ff cyan · 0.78 idle HUD alpha)LightGemWidget state: HIDDEN (#0d0d0d) · Footstep sound attenuated through 3D AcousticPortal nodes (-75% dB).6-region cybernetic Paper-Doll & AcousticPortal stealth vs. flat FPS hitpoints
Standard first-person prototypes treat damage as a single number, ignore room acoustics, and offer only combat to clear a level.
# Naive FPS state
var hp: float = 100.0
var can_see_player: bool = raycast.is_colliding()
# Only one way through locked bulkhead: shoot guardsResonance tracks per-limb trauma (#00e5ff → #ffae00 → #ff2a4b), bio-electric Overclock HUD glitches above 75% soft cap, room-to-room AcousticPortal sound attenuation, and a 7-state hacking FSM.
# Resonance Paper-Doll + Overclock + AcousticPortal
regions = { head: 100, torso: 82, right_arm: 45 } # #ffae00 amber sway
energy_soft_cap = 75.0 # >threshold triggers overclock HUD glitch
light_gem = HIDDEN | DIM | VISIBLE | EXPOSED # + 3D AcousticPortal dB0.766 → 0.9495 (+0.1835 · Sharpness +49.2% · PSNR 44.44 dB)Negation parity & evidence verifiedInteractive walkthrough
Step through how Resonance works without creating an account or installing local dependencies.
Entry & problem context
Maturity: Deep engineering systemClassic Deus Ex-style immersive sims—where every locked door has multiple creative solutions and cybernetic upgrades change how you explore—are rare in modern open-source game engines.
First-person 2057 sci-fi immersive simulation built in Godot where every mission inside Meridian Harbor can be tackled through stealth, terminal hacking, combat, or conversation.
Shared platform architecture sandbox
Test the live cross-language single source of truth shared across TypeScript, Python, and Rust.
Evidence grounding & negation parity check
RejectedPolarityFlip (grounded: false, overlap: 1)clarify (confidence: 0.425)Dual-gate write receipt verifier (DAWRI) & FTT math healer
trueNo profile changes were committed in this turn.142, σ 133.5515, gist positive_ev_with_downsideRemote or hybrid? · Target salary floor? · Company stage? (lockout: false)Semiotic Brand Identity & Federated SoC Governance
Peircean Brand Mark, Multi-Size Squint Test & 3-Tier SoC Boundary
globe_olive_radarpublic_oss (max tier: oss_public)100.0% (non-redundant >15%) · Retired symbol trap: Clear (0 retired symbols)Engineering Velocity & Open-Source Hygiene
Synced from @brbrainerd and @vox-foundation via the GitHub GraphQL API (GET /api/github/stats).
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